Aarakocra

Medium humanoid (aarakocra), neutral good
Challenge 1/4 (50 XP)

Armor Class: 12
Hit Points: 13 (3d8)
Speed: 20 ft., fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
10 (0)
11 (0)
12 (+1)
11 (0)

Passive Perception: 15
Skills: Perception +5
Languages: Auran, Aarakocra
Image

Dive Attack. If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.
 

Actions

Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Summon Air Elemental. Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.
Source monster manual

Abjurer

Medium humanoid (any race), any alignment
Challenge 9 (5,000 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 84 (13d8+26)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
14 (+2)
18 (+4)
12 (+1)
11 (0)

Passive Perception: 11
Saving Throws: Int +8, Wis +5
Skills: Arcana +8, History +8
Languages: any four languages
Image

Spellcasting. The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:

Cantrips (at will): blade ward. dancing lights, mending, message, ray of frost

1st level {4 slots): alarm*, mage armor, magic missile, shield*

2nd level (3 slots): arcane lock*, invisibility

3rd level (3 slots): counterspell*, dispel magic*, fireball

4th level (3 slots): banishment*, stoneskin*

5th level (2 slots): cone of cold, wall of force

6th level (1 slot): flesh to stone, globe of invulnerability*

7th level (1 slot): symbol* teleport

*Abjuration spell of 1st level or higher
Arcane Ward. The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an . abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
 

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-l) bludgeoning damage, or 3 (1d8-l) bludgeoning damage if used with two hands.
Source Volo's Guide

Aboleth

Large aberration, lawful evil
Challenge 10 (5,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 135 (18d10+36)
Speed: 10 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
9 (-1)
15 (+2)
18 (+4)
15 (+2)
18 (+4)

Passive Perception: 20
Saving Throws: Con +6, Int +8, Wis +6
Skills: History +12, Perception +10
Senses: darkvision 120 ft.
Languages: Deep Speech, telepathy 120 ft.
Image

Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.
 

Actions

Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/day). The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.
 

Legendary Actions

Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
Source monster manual

Abominable Yeti

Huge monstrosity, chaotic evil
Challenge 9 (5,000 XP)

Armor Class: 15 (natural armor)
Hit Points: 137 (11d12+66)
Speed: 40 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
10 (0)
22 (+6)
9 (-1)
13 (+1)
9 (-1)

Passive Perception: 15
Skills: Perception +5, Stealth +4
Damage Immunities: cold
Senses: darkvision 60 ft.
Languages: Yeti
Image

Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
 

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.
Cold Breath (Recharge 6). The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Source monster manual

Acolyte

Medium humanoid (any race), any alignment
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 9 (2d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
10 (0)
10 (0)
10 (0)
14 (+2)
11 (0)

Passive Perception: 12
Skills: Medicine +4, Religion +2
Languages: any one language (usually Common)
Image

Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

• Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (3 slots): bless, cure wounds, sanctuary
 

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Source monster manual

Adult Black Dragon

Huge dragon, chaotic evil
Challenge 14 (11,500 XP)

Armor Class: 19 (natural armor)
Hit Points: 195 (17d12+85)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
14 (+2)
21 (+5)
14 (+2)
13 (+1)
17 (+3)

Passive Perception: 21
Saving Throws: Dex +7, Con +10, Wis +6, Cha +8
Skills: Perception +11, Stealth +7
Damage Immunities: acid
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Adult Blue Dracolich

Huge undead, lawful evil
Challenge 17 (18,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 225 (18d12+108)
Speed: 40 ft., burrow 30 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (0)
23 (+6)
16 (+3)
15 (+2)
19 (+4)

Passive Perception: 22
Saving Throws: Dex +5, Con +11, Wis +7, Cha +9
Skills: Perception +12, Stealth +5
Damage Resistances: necrotic
Damage Immunities: lightning, poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5-6). The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Detect. The dracolich makes a Wisdom (Perception) check.
Tail Attack. The dracolich makes a tail attack.
Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.
Source monster manual

Adult Blue Dragon

Huge dragon, lawful evil
Challenge 16 (15,000 XP)

Armor Class: 19
Hit Points: 225 (18d12+108)
Speed: 40 ft., burrow 30 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (0)
23 (+6)
16 (+3)
15 (+2)
19 (+4)

Passive Perception: 22
Saving Throws: Dex +5, Con +11, Wis +7, Cha +9
Skills: Perception +12, Stealth +5
Damage Immunities: lightning
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Adult Brass Dragon

Huge dragon, chaotic good
Challenge 13 (10,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 172 (15d12+75)
Speed: 40 ft., burrow 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
10 (0)
21 (+5)
14 (+2)
13 (+1)
17 (+3)

Passive Perception: 21
Saving Throws: Dex +5, Con +10, Wis +6, Cha +8
Skills: History +7, Perception +11, Persuasion +8, Stealth +5
Damage Immunities: fire
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Source monster manual

Adult Bronze Dragon

Huge dragon, lawful good
Challenge 15 (13,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 212 (17d12+102)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (0)
23 (+6)
16 (+3)
15 (+2)
19 (+4)

Passive Perception: 22
Saving Throws: Dex +5, Con +11, Wis +7, Cha +9
Skills: Insight +7, Perception +12, Stealth +5
Damage Immunities: lightning
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Adult Copper Dragon

Huge dragon, chaotic good
Challenge 14 (11,500 XP)

Armor Class: 18 (natural armor)
Hit Points: 184 (16d12+80)
Speed: 40 ft., climb 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
12 (+1)
21 (+5)
18 (+4)
15 (+2)
17 (+3)

Passive Perception: 22
Saving Throws: Dex +6, Con +10, Wis +7, Cha +8
Skills: Deception +8, Perception +12, Stealth +6
Damage Immunities: acid
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Adult Gold Dragon

Huge dragon, lawful good
Challenge 17 (18,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 256 (19d12+133)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
14 (+2)
25 (+7)
16 (+3)
15 (+2)
24 (+7)

Passive Perception: 24
Saving Throws: Dex +8, Con +13, Wis +8, Cha +13
Skills: Insight +8, Perception +14, Persuasion +13, Stealth +8
Damage Immunities: fire
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Adult Green Dragon

Huge dragon, lawful evil
Challenge 15 (13,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 207 (18d12+90)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
12 (+1)
21 (+5)
18 (+4)
15 (+2)
17 (+3)

Passive Perception: 22
Saving Throws: Dex +6, Con +10, Wis +7, Cha +8
Skills: Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Adult Red Dragon

Huge dragon, chaotic evil
Challenge 17 (18,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 256 (19d12+133)
Speed: 40 ft., climb 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
10 (0)
25 (+7)
16 (+3)
13 (+1)
21 (+5)

Passive Perception: 23
Saving Throws: Dex +6, Con +13, Wis +7, Cha +11
Skills: Perception +13, Stealth +6
Damage Immunities: fire
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Lair Actions. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: the dragon can't use the same effect two rounds in a row:
• Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
• A tremor shakes the lair in a 60-foot-radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
• Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Adult Silver Dragon

Huge dragon, lawful good
Challenge 16 (15,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 243 (18d12+126)
Speed: 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
10 (0)
25 (+7)
16 (+3)
13 (+1)
21 (+5)

Passive Perception: 21
Saving Throws: Dex +5, Con +12, Wis +6, Cha +10
Skills: Arcana +8, History +8, Perception +11, Stealth +5
Damage Immunities: cold
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Adult White Dragon

Huge dragon, chaotic evil
Challenge 13 (10,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 200 (16d12+96)
Speed: 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
10 (0)
22 (+6)
8 (-1)
12 (+1)
12 (+1)

Passive Perception: 21
Saving Throws: Dex +5, Con +11, Wis +6, Cha +6
Skills: Perception +11, Stealth +5
Damage Immunities: cold
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Aerisi Kalinoth

Medium humanoid (elf), neutral evil
Challenge 7 (2,900 XP)

Armor Class: 13 (16 with mage armor)
Hit Points: 66 (12d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
16 (+3)
12 (+1)
17 (+3)
10 (0)
16 (+3)

Passive Perception: 13
Skills: Arcana +6, History +6, Perception +3
Damage Resistances: lightning
Senses: darkvision 60 ft.
Languages: Auran, Common, Elvish
Image

Fey Ancestry. Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep.
Howling Defeat. When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
Legendary Resistance (2/Day). If Aerisi fails a saving throw, she can choose to succeed instead.
Spellcasting. Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared:

• Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp
• 1st level (4 slots): charm person, feather fall, mage armor, thunderwave
• 2nd level (3 slots): dust devil, gust of wind, invisibility
• 3rd level (3 slots): fly, gaseous form, lightning bolt
• 4th level (3 slots): ice storm, storm sphere
• 5th level (2 slots): cloudkill, seeming (cast each day)
• 6th level (1 slot): chain lightning
 

Actions

Windvane. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 9 (1d6 + 6) piercing damage, or 10 (1d8 + 6) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage.
Source elemental evil

Air Elemental

Large elemental, neutral
Challenge 5 (1,800 XP)

Armor Class: 15
Hit Points: 90 (12d10+24)
Speed: fly 90 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
14 (+2)
20 (+5)
14 (+2)
6 (-2)
10 (0)
6 (-2)

Passive Perception: 10
Damage Resistances: lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft.
Languages: Auran
Image

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
 

Actions

Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Source monster manual

Air Elemental Myrmidon

Medium elemental, neutral
Challenge 7 (2,900 XP)

Armor Class: 18 (plate)
Hit Points: 117 (18d8+36)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
14 (+2)
9 (-1)
10 (0)
10 (0)

Passive Perception: 10
Damage Resistances: lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: paralyzed, petrified, poisoned, prone
Senses: darkvision 60 ft.
Languages: Auran, one language of its creator's choice
Image

Magic Weapons. The myrmidon's weapon attacks are magical.
 

Actions

Multiattack. The myrmidon makes three flail attacks.
Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Lightning Strike (Recharge 6). The myrmidon makes one flail attack. If the attack hits, it deals an extra 18 (4d8) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the myrmidon's next turn.
Source elemental evil

Alhoon

Medium undead, any evil alignment
Challenge 10 (5,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 120 (16d8+48)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
12 (+1)
16 (+3)
19 (+4)
17 (+3)
17 (+3)

Passive Perception: 17
Saving Throws: Con +7, Int +8, Wis +7, Cha +7
Skills: Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
Damage Resistances: cold, lightning, necrotic
Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: truesight 120 ft.
Languages: Deep Speech, Undercommon, telepathy 120 ft.
Image

Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The alhoon’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)
Spellcasting. The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, disguise self, magic missile, shield

2nd level (3 slots): invisibility, mirror image, scorching ray

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): confusion, Evard’s black tentacles, phantasmal killer

5th level (2 slots): modify memory, wall of force

6th level (1 slot): disintegrate, globe of invulnerability
Turn Resistance. The alhoon has advantage on saving throws against any effect that turns undead.
 

Actions

Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
Mind Blast (Recharge 5-6). The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source Volo's Guide

Allosaurus

Large beast, unaligned
Challenge 2 (450 XP)

Armor Class: 15 (natural armor)
Hit Points: 60 (6d10+18)
Speed: 60 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
13 (+1)
17 (+3)
2 (-4)
12 (+1)
5 (-3)

Passive Perception: 15
Skills: Perception +5
Image

Pounce. If the allosaurus moves at least 30 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Source monster manual

Ambush Drake

Medium dragon, unaligned
Challenge 1/2 (100 XP)

Armor Class: 13 (natural armor)
Hit Points: 22 (4d6+8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
14 (+2)
4 (-3)
11 (0)
6 (-2)

Passive Perception: 14
Skills: Perception +4, Stealth +4
Damage Resistances: poison
Senses: darkvision 60 ft.
Languages: understands Draconic but can't speak it
Image

Pack Tactics. The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Source tyranny of dragons

Ancient Black Dragon

Gargantuan dragon, chaotic evil
Challenge 21 (33,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 367 (21d20+147)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
14 (+2)
25 (+7)
16 (+3)
15 (+2)
19 (+4)

Passive Perception: 26
Saving Throws: Dex +9, Con +14, Wis +9, Cha +11
Skills: Perception +16, Stealth +9
Damage Immunities: acid
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Ancient Blue Dragon

Gargantuan dragon, lawful evil
Challenge 23 (50,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 481 (26d20+208)
Speed: 40 ft., burrow 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
10 (0)
27 (+8)
18 (+4)
17 (+3)
21 (+5)

Passive Perception: 27
Saving Throws: Dex +7, Con +15, Wis +10, Cha +12
Skills: Perception +17, Stealth +7
Damage Immunities: lightning
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Ancient Brass Dragon

Gargantuan dragon, chaotic good
Challenge 20 (25,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 297 (17d20+119)
Speed: 40 ft., burrow 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
10 (0)
25 (+7)
16 (+3)
15 (+2)
19 (+4)

Passive Perception: 24
Saving Throws: Dex +6, Con +13, Wis +8, Cha +10
Skills: History +9, Perception +14, Persuasion +10, Stealth +6
Damage Immunities: fire
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Ancient Bronze Dragon

Gargantuan dragon, lawful good
Challenge 22 (41,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 444 (24d20+192)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
10 (0)
27 (+8)
18 (+4)
17 (+3)
21 (+5)

Passive Perception: 27
Saving Throws: Dex +7, Con +15, Wis +10, Cha +12
Skills: Insight +10, Perception +17, Stealth +7
Damage Immunities: lightning
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Ancient Copper Dragon

Gargantuan dragon, chaotic good
Challenge 21 (33,000 XP)

Armor Class: 21 (natural armor)
Hit Points: 350 (20d20+140)
Speed: 40 ft., climb 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
12 (+1)
25 (+7)
20 (+5)
17 (+3)
19 (+4)

Passive Perception: 27
Saving Throws: Dex +8, Con +14, Wis +10, Cha +11
Skills: Deception +11, Perception +17, Stealth +8
Damage Immunities: acid
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Ancient Gold Dragon

Gargantuan dragon, lawful good
Challenge 24 (62,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 546 (28d20+252)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
14 (+2)
29 (+9)
18 (+4)
17 (+3)
28 (+9)

Passive Perception: 27
Saving Throws: Dex +9, Con +16, Wis +10, Cha +16
Skills: Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Immunities: fire
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Ancient Green Dragon

Gargantuan dragon, lawful evil
Challenge 22 (41,000 XP)

Armor Class: 21 (natural armor)
Hit Points: 385 (22d20+154)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
12 (+1)
25 (+7)
20 (+5)
17 (+3)
19 (+4)

Passive Perception: 27
Saving Throws: Dex +8, Con +14, Wis +10, Cha +11
Skills: Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Ancient Red Dragon

Gargantuan dragon, chaotic evil
Challenge 24 (62,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 546 (28d20+252)
Speed: 40 ft., climb 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
10 (0)
29 (+9)
18 (+4)
15 (+2)
23 (+6)

Passive Perception: 26
Saving Throws: Dex +7, Con +16, Wis +9, Cha +13
Skills: Perception +16, Stealth +7
Damage Immunities: fire
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Ancient Silver Dragon

Gargantuan dragon, lawful good
Challenge 23 (50,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 487 (25d20+225)
Speed: 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
10 (0)
29 (+9)
18 (+4)
15 (+2)
23 (+6)

Passive Perception: 26
Saving Throws: Dex +7, Con +16, Wis +9, Cha +13
Skills: Arcana +11, History +11, Perception +16, Stealth +7
Damage Immunities: cold
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Ancient White Dragon

Gargantuan dragon, chaotic evil
Challenge 20 (25,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 333 (18d20+144)
Speed: 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
10 (0)
26 (+8)
10 (0)
13 (+1)
14 (+2)

Passive Perception: 23
Saving Throws: Dex +6, Con +14, Wis +7, Cha +8
Skills: Perception +13, Stealth +6
Damage Immunities: cold
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one.
Source monster manual

Androsphinx

Large monstrosity, lawful neutral
Challenge 17 (18,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 199 (19d10+95)
Speed: 40 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
10 (0)
20 (+5)
16 (+3)
18 (+4)
23 (+6)

Passive Perception: 20
Saving Throws: Dex +6, Con +11, Int +9, Wis +10
Skills: Arcana +9, Perception +10, Religion +15
Damage Immunities: psychic, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, frightened
Senses: truesight 120 ft.
Languages: Common, Sphinx
Image

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

• Cantrips (at will): sacred flame, spare the dying, thaumaturgy
• 1st level (4 slots): command, detect evil and good, detect magic
• 2nd level (3 slots): lesser restoration, zone of truth
• 3rd level (3 slots): dispel magic, tongues
• 4th level (3 slots): banishment, freedom of movement
• 5th level (2 slots): flame strike, greater restoration
• 6th level (1 slot): heroes' feast
 

Actions

Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
 

Legendary Actions

Claw Attack. The sphinx makes one claw attack.
Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Source monster manual

Animated Armor

Medium construct, unaligned
Challenge 1 (200 XP)

Armor Class: 18 (natural armor)
Hit Points: 33 (6d8+6)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (0)
13 (+1)
1 (-5)
3 (-4)
1 (-5)

Passive Perception: 6
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius)
Image

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
 

Actions

Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Source monster manual

Ankheg

Large monstrosity, unaligned
Challenge 2 (450 XP)

Armor Class: 14 (natural armor, 11 while prone)
Hit Points: 39 (6d10+6)
Speed: 30 ft., burrow 10 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
11 (0)
13 (+1)
1 (-5)
13 (+1)
6 (-2)

Passive Perception: 11
Senses: darkvision 60 ft., tremorsense 60 ft.
Image

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Source monster manual

Ankylosaurus

Huge beast, unaligned
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 68 (8d12+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
11 (0)
15 (+2)
2 (-4)
12 (+1)
5 (-3)

Passive Perception: 11
Image

 

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Source monster manual

Annis Hag

Large fey, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 17 (natural armor)
Hit Points: 75 (10d10+20)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
12 (+1)
14 (+2)
13 (+1)
14 (+2)
15 (+2)

Passive Perception: 15
Saving Throws: Con +5
Skills: Deception +5, Perception +5
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 60 ft.
Languages: Common, Giant, Sylvan
Image

Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:

3/day each: disguise self (including the form of a Medium humanoid), fog cloud
Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:

• 1st level (4 slots): identify, ray of sickness

• 2nd level (3 slots): hold person, locate object

• 3rd level (3 slots): bestow curse, counterspell, lightning bolt

• 4th level (3 slots): phantasmal killer, polymorph

• 5th level (2 slots): contact other plane, scrying

• 6th level (1 slot): eyebite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.
Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
Variant: Death Coven. For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells:

1st level (4 slots): false life, inflict wounds

2nd level (3 slots): gentle repose, ray of enfeeblement

3rd level (3 slots): animate dead, revivify, speak with dead

4th level (3 slots): blight, death ward

5th level (2 slots): contagion, raise dead

6th level (1 slot): circle of death
Variant: Nature Coven. For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells:

1st level (4 slots): entangle, speak with animals

2nd level (3 slots): flaming sphere, moonbeam, spike growth

3rd level (3 slots): call lightning, plant growth

4th level (3 slots): dominate beast, grasping vine

5th level (2 slots): insect plague, tree stride

6th level (1 slot): wall of thorns
Variant: Prophecy Coven. For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells:

1st level (4 slots): bane, bless

2nd level (3 slots): augury, detect thoughts

3rd level (3 slots): calirvoyance, dispel magic, nondetection

4th level (3 slots): arcane eye, locate creature

5th level (2 slots): geas, legend lore

6th level (1 slot): true seeing
 

Actions

Multiattack. The annis makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.
Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6+5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.
Source Volo's Guide

Ape

Medium beast, unaligned
Challenge 1/2 (100 XP)

Armor Class: 12
Hit Points: 19 (3d8+6)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
6 (-2)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Athletics +5, Perception +3
Image

 

Actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Source monster manual

Apprentice Wizard

Medium humanoid (any race), any alignment
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 9 (2d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
10 (0)
10 (0)
14 (+2)
10 (0)
11 (0)

Passive Perception: 10
Skills: Arcana +4, History +4
Languages: any one language (usually Common)
Image

Spellcasting. The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): fire bolt, mending, prestidigitation

1st level (2 slots): burning hands, disguise self, shield
 

Actions

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 2 (1d4) piercing damage.
Source Volo's Guide

Arcanaloth

Medium fiend (yugoloth), neutral evil
Challenge 12 (8,400 XP)

Armor Class: 17 (natural armor)
Hit Points: 104 (16d8+32)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
14 (+2)
20 (+5)
16 (+3)
17 (+3)

Passive Perception: 17
Saving Throws: Dex +5, Int +9, Wis +7, Cha +7
Skills: Arcana +13, Deception +9, Insight +9, Perception +7
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: acid, poison
Condition Immunities: charmed, poisoned
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Innate Spellcasting. The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components:

At will: alter self, darkness, heat metal, invisibility (self only), magic missile
Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The arcanaloth's weapon attacks are magical.
Spellcasting. The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:

• Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation
• 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk
• 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion
• 3rd level (3 slots): counterspell, fear, fireball
• 4th level (3 slots): banishment, dimension door
• 5th level (2 slots): contact other plane, hold monster
• 6th level (1 slot): chain lightning
• 7th level (1 slot): finger of death
• 8th level (1 slot): mind blank
 

Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Variant: Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning.
An arcanaloth has a 40 percent chance of summoning one arcanaloth.
A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
Source monster manual

Archdruid

Medium humanoid (any race), any alignment
Challenge 12 (8,400 XP)

Armor Class: 16 (hide armor, shield)
Hit Points: 132 (24d8+24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
12 (+1)
12 (+1)
20 (+5)
11 (0)

Passive Perception: 19
Saving Throws: Int +5, Wis +9
Skills: Medicine +9, Nature +5, Perception +9
Languages: Druidic plus any two languages
Image

Spellcasting. The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, mending, poison spray, produce flame

1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals

2nd level (3 slots): animal messenger, beast sense, hold person

3rd level (3 slots): conjure animals, meld into stone, water breathing

4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire

5th level (3 slots): commune with nature, mass cure wounds, tree stride

6th level (1 slot): heal, heroes’ feast, sunbeam

7th level (1 slot): fire storm

8th level (1 slot): animal shapes

9th level (1 slot): foresight
 

Actions

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Change Shape (2/Day). The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.
While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.
The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
Source Volo's Guide

Archer

Medium humanoid (any race), any alignment
Challenge 3 (700 XP)

Armor Class: 16 (studded leather armor)
Hit Points: 75 (10d8+30)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
18 (+4)
16 (+3)
11 (0)
13 (+1)
10 (0)

Passive Perception: 15
Skills: Acrobatics +6, Perception +5
Languages: any one language (usually Common)
Image

Archer's Eye. As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.
 

Actions

Multiattack . The archer makes two attacks with its longbow.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 7 (1d6+4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8+4) piercing damage.
Source Volo's Guide

Archmage

Medium humanoid (any race), any alignment
Challenge 12 (8,400 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 99 (18d8+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
12 (+1)
20 (+5)
15 (+2)
16 (+3)

Passive Perception: 12
Saving Throws: Int +9, Wis +6
Skills: Arcana +13, History +13
Damage Resistances: damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
Languages: any six languages
Image

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

• Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
• 1st level (4 slots): detect magic, identify, mage armor*, magic missile
• 2nd level (3 slots): detect thoughts, mirror image, misty step
• 3rd level (3 slots): counterspell,fly, lightning bolt
• 4th level (3 slots): banishment, fire shield, stoneskin*
• 5th level (3 slots): cone of cold, scrying, wall of force
• 6th level (1 slot): globe of invulnerability
• 7th level (1 slot): teleport
• 8th level (1 slot): mind blank*
• 9th level (1 slot): time stop
* The archmage casts these spells on itself before combat.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source monster manual

Assassin

Medium humanoid (any race), any non-good alignment
Challenge 8 (3,900 XP)

Armor Class: 15 (studded leather)
Hit Points: 78 (12d8+24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
14 (+2)
13 (+1)
11 (0)
10 (0)

Passive Perception: 13
Saving Throws: Dex +6, Int +4
Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistances: poison
Languages: Thieves' cant plus any two languages
Image

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
 

Actions

Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Augrek Brighthelm

Medium humanoid (shield dwarf), lawful good
Challenge 0 (10 XP)

Armor Class: 15 (chain shirt, shield)
Hit Points: 13 (2d8+4)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (0)
15 (+2)
10 (0)
11 (0)
11 (0)

Passive Perception: 12
Skills: Athletics +4, Perception +2
Damage Resistances: poison
Senses: darkvision 60 ft.
Languages: Common, Dwarvish
Image

Dwarven Resilience. Augrek has advantage on saving throws against poison.
Roleplaying Information. Sheriff's Ddeputy Augrek guards the southwest gate of BRyn Shander and welcomes visitors to town. She has a good heart.

Ideal: "You'll get farther in life with a kind word than an axe"
Bond: "Bryn Shander is my home. It's my job to protect her."
Flaw: "I'm head over heels in love with Sheriff Southwell. One day I hope to marry him."
 

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2) bludgeoning damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Augrek carries ten crossbow bolts.
Source storm kings thunder

Aurochs

Large beast, unaligned
Challenge 2 (450 XP)

Armor Class: 11 (natural armor)
Hit Points: 38 (4d10+16)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (0)
19 (+4)
2 (-4)
12 (+1)
5 (-3)

Passive Perception: 11
Image

Charge. If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
 

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.
Source Volo's Guide

Avatar of Death

Medium undead, neutral evil
Challenge 00 (10 XP)

Armor Class: 20
Hit Points: 0
Speed: 60 ft., fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)

Passive Perception: 13
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned , unconscious
Senses: darkvision 60 ft., truesight 60 ft.
Languages: all languages known to its summoner
Image

Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Turning Immunity. The avatar is immune to features that turn undead.
Hit Points. The Avatar of Death appears with hit points equal to half its summoner's maximum hit points.
 

Actions

Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.
Source monster manual

Awakened Shrub

Small plant, unaligned
Challenge 0 (10 XP)

Armor Class: 9
Hit Points: 10 (3d6)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
8 (-1)
11 (0)
10 (0)
10 (0)
6 (-2)

Passive Perception: 10
Damage Resistances: piercing
Damage Vulnerabilities: fire
Languages: one language known by its creator
Image

False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.
 

Actions

Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.
Source monster manual

Awakened Tree

Huge plant, unaligned
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 59 (7d12+14)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
6 (-2)
15 (+2)
10 (0)
10 (0)
7 (-2)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire
Languages: one language known by its creator
Image

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
 

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Source monster manual

Awakened Zurkhwood

Huge plant, unaligned
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 59 (7d12+14)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
6 (-2)
15 (+2)
10 (0)
10 (0)
7 (-2)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire
Senses: darkvision 120 ft.
Languages: one language known by its creator
Image

False Appearance. While the tree remains motionless, it is indistinguishable from a normal zurkhwood mushroom.
Mute. If the awakened zurkhwood was created by a myconid sovereign, it can't speak.
 

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Source out of the abyss

Axe Beak

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 11
Hit Points: 19 (3d10+3)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
12 (+1)
2 (-4)
10 (0)
5 (-3)

Passive Perception: 10
Image

 

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Source monster manual

Azbara Jos

Medium humanoid (human), lawful evil
Challenge 4 (1,100 XP)

Armor Class: 13 (16 with mage armor)
Hit Points: 39 (6d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
16 (+3)
14 (+2)
16 (+3)
13 (+1)
11 (0)

Passive Perception: 11
Saving Throws: Int +5, Wis +3
Skills: Arcana +5, Deception +2, Insight +3, Stealth +5
Languages: Common, Draconic, Infernal, Primordial, Thayan
Image

Special Equipment. Azbara has two scrolls of mage armor.
Potent Cantrips. When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.
Sculpt Spells. When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.
Spellcasting. Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:

• Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
• 1st level (4 slots): fog cloud, magic missile, shield, thunderwave
• 2nd level (3 slots): invisibility, misty step, scorching ray
• 3rd level (3 slots): counterspell, dispel magic, fireball
 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Source tyranny of dragons

Azer

Medium elemental, lawful neutral
Challenge 2 (450 XP)

Armor Class: 17 (natural armor, shield)
Hit Points: 39 (6d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
15 (+2)
12 (+1)
13 (+1)
10 (0)

Passive Perception: 11
Saving Throws: Con +4
Damage Immunities: fire, poison
Condition Immunities: poisoned
Languages: Ignan
Image

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.
Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..
 

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Source monster manual

Baba Lysaga

Medium humanoid (human, shapechanger), chaotic evil
Challenge 11 (7,200 XP)

Armor Class: 15 (natural armor)
Hit Points: 120 (16d8+48)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
16 (+3)
20 (+5)
17 (+3)
13 (+1)

Passive Perception: 13
Saving Throws: Wis +7
Skills: Arcana +13, Religion +13
Languages: Abyssal, Common, Draconic, Dwarvish, Giant
Image

Shapechanger. Baba Lysaga can use an action to polymorph into a swarm of insects (flies) or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does.
Blessing of Mother Night. Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell.
Spellcasting. Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:

• Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation

•1st level (4 slots): detect magic, magic missile, sleep, witch bolt

•2nd level (3 slots): crown of madness, enlarge/reduce, misty step

•3rd level (3 slots): dispel magic, fireball, lightning bolt

•4th level (3 slots): blight, Everard's black tentacles, polymorph

•5th level (2 slots): cloudkill, geas, scrying

•6th level (1 slot): programmed illusion, true seeing

•7th level (1 slot): finger of death, mirage arcane

•8th level (1 slot): power word stun
 

Actions

Multiattack. Baba Lysaga makes three attacks with her quarterstaff
Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludegoning damage, or 8 (1d8+4) bludgeoning damage if wielded with two hands.
Summon Swarms of Insects (Recharges after a Short or Long Rest). Baba Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action.
Source curse of strahd

Baba Lysaga's Creeping Hut

Gargantuan construct, unaligned
Challenge 11 (7,200 XP)

Armor Class: 16 (natural armor)
Hit Points: 263 (17d10+85)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
7 (-2)
20 (+5)
1 (-5)
3 (-4)
3 (-4)

Passive Perception: 6
Saving Throws: Con +9, Wis +0, Cha +0
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
Senses: blindsight 120 ft. (blind beyond this radius)
Languages: -
Image

Constructed Nature. An animated object doesn't require air, food, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
Antimagic Susceptibility. The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Siege Monster. The hut deals double damage to objects and structures.
 

Actions

Multiattack. The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.
Rock. Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (3d8+8) bludegoning damage.
Source curse of strahd

Babau

Medium fiend (demon), chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 16 (natural armor)
Hit Points: 82 (11d8+33)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
16 (+3)
16 (+3)
11 (0)
12 (+1)
13 (+1)

Passive Perception: 15
Skills: Perception +5, Stealth +5
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Abyssal
Image

Innate Spellcasting. The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components:

At will: darkness, dispel magic, fear, heat metal, levitate
 

Actions

Multiattack. The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage when used with two hands to make a melee attack.
Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source Volo's Guide

Baboon

Small beast, unaligned
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 3 (1d6)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
11 (0)
4 (-3)
12 (+1)
6 (-2)

Passive Perception: 11
Image

Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Source monster manual

Badger

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 10
Hit Points: 3 (1d4+1)
Speed: 20 ft., burrow 5 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
11 (0)
12 (+1)
2 (-4)
12 (+1)
5 (-3)

Passive Perception: 11
Senses: darkvision 30 ft.
Image

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Source monster manual

Balor

Huge fiend (demon), chaotic evil
Challenge 19 (22,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 262 (21d12+126)
Speed: 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
15 (+2)
22 (+6)
20 (+5)
16 (+3)
22 (+6)

Passive Perception: 13
Saving Throws: Str +14, Con +12, Wis +9, Cha +12
Damage Resistances: cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: truesight 120 ft.
Languages: Abyssal, telepathy 120 ft.
Image

Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons. The balor's weapon attacks are magical.
 

Actions

Multiattack. The balor makes two attacks: one with its longsword and one with its whip.
Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Banderhobb

Large monstrosity, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 84 (8d10+40)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
20 (+5)
11 (0)
14 (+2)
8 (-1)

Passive Perception: 12
Skills: Athletics +8, Stealth +7
Condition Immunities: charmed, frightened
Senses: darkvision 120 ft.
Languages: understands Common and the languages of its creator, but can't speak
Image

Resonant Connection. If the banderhobb has even a tiny piece of a creature or an obect in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within1 mile of the banderhobb.
Shadow Stealth. While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.
 

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target.
Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength savng throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.
Swallow. The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable.
The banderhobb can have only one target swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.
Shadow Step. The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.
Source Volo's Guide

Bandit

Medium humanoid (any race), any non-lawful alignment
Challenge 1/8 (25 XP)

Armor Class: 12 (leather armor)
Hit Points: 11 (2d8+2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
12 (+1)
12 (+1)
10 (0)
10 (0)
10 (0)

Passive Perception: 10
Languages: any one language (usually Common)
Image

 

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Source monster manual

Bandit Captain

Medium humanoid (any race), any non-lawful alignment
Challenge 2 (450 XP)

Armor Class: 15 (studded leather)
Hit Points: 65 (10d8+20)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
14 (+2)
14 (+2)
11 (0)
14 (+2)

Passive Perception: 10
Saving Throws: Str +4, Dex +5, Wis +2
Skills: Athletics +4, Deception +4
Languages: any two languages
Image

 

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
 

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Source monster manual

Banshee

Medium undead, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 12
Hit Points: 58 (13d8)
Speed: 0 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
14 (+2)
10 (0)
12 (+1)
11 (0)
17 (+3)

Passive Perception: 10
Saving Throws: Wis +2, Cha +5
Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft.
Languages: Common, Elvish
Image

Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
 

Actions

Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 ft. of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 ft. of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
Source monster manual

Baphomet

Huge fiend (demon), chaotic evil
Challenge 23 (50,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 333 (23d12+184)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
14 (+2)
26 (+8)
18 (+4)
24 (+7)
16 (+3)

Passive Perception: 24
Saving Throws: Dex +9, Con +15, Wis +14
Skills: Intimidation +17, Perception +14
Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (4d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Innate Spellcasting. Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:

At will: detect magic
3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone
1/day each: teleport
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
Legendary Resistance (3/Day). If Baphomet fails a saving throw, he can choose to succeed instead.
Magic Resistance. Baphomet has advantage on saving throws against spell and other magic effects.
Magic Weapon. Baphomet's weapon attacks are magical
Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
 

Actions

Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.
Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8+10) piercing damage.
Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Frightful Presence. Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune is Baphomet's Frightful Presence for the next 24 hours.
 

Legendary Actions

Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions at the start of his turn.
Heartcleaver attack. Baphomet makes a melee attack with Heartcleaver.
Charge (Costs 2 actions). Baphomet moves up to his speed, then makes a gore attack.
Source out of the abyss

Barbed Devil

Medium fiend (devil), lawful evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 110 (13d8+52)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
18 (+4)
12 (+1)
14 (+2)
14 (+2)

Passive Perception: 18
Saving Throws: Str +6, Con +7, Wis +5, Cha +5
Skills: Deception +5, Insight +5, Perception +8
Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Source monster manual

Bard

Medium humanoid (any race), Volo's Guide, any alignment
Challenge 2 (450 XP)

Armor Class: 15 (chain shirt)
Hit Points: 44 (8d8+8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
14 (+2)
12 (+1)
10 (0)
13 (+1)
14 (+2)

Passive Perception: 15
Saving Throws: Dex +4, Wis +3
Skills: Acrobatics +4, Perception +5, Performance +6
Languages: any two languages
Image

Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): friends, mage hand, vicious mockery

1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave

2nd level (3 slots): invisibility, shatter
Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra ld6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
Taunt (2/day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.
 

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one: target. Hit: 5 (1d6+2) piercing damage.
Source Volo's Guide

Barghest

Large fiend (shapechanger), neutral evil
Challenge 4 (1,100 XP)

Armor Class: 17 (natural armor)
Hit Points: 90 (12d10+24)
Speed: 60 ft. (30 ft.in goblin form)

STR
DEX
CON
INT
WIS
CHA
19 (+4)
15 (+2)
14 (+2)
13 (+1)
12 (+1)
14 (+2)

Passive Perception: 15
Skills: Deception +4, Intimidation +4, Perception +5, Stealth +4
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: acid, poison
Condition Immunities: poisoned
Senses: blindsight 60 ft., darkvision 60 ft.
Languages: Abyssal, Common, Goblin, Infernal, telepathy 60 ft.
Image

Shapechanger. The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.
Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.
Keen Smell. The barghest has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components::

• At will: levitate, minor illusion, pass without trace

• 1/day each: charm person, dimension door, suggestion
Soul Feeding. A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.
While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
Source Volo's Guide

Barlgura

Large fiend (demon), chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 68 (8d10+24)
Speed: 40 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
7 (-2)
14 (+2)
9 (-1)

Passive Perception: 15
Saving Throws: Dex +5, Con +6
Skills: Perception +5, Stealth +5
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Abyssal, telepathy 120 ft.
Image

Innate Spellcasting. The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:
1/day each: entangle, phantasmal force
2/day each: disguise self, invisibility (self only)
Reckless. At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Running Leap. The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.
 

Actions

Multiattack. The barlgura makes three attacks: one with its bite and two with its fists.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A barlgura has a 30 percent chance of summoning one barlgura.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Barovian Witch

Medium humanoid (human), chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 10
Hit Points: 16 (3d8+3)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
11 (0)
13 (+1)
14 (+2)
11 (0)
12 (+1)

Passive Perception: 12
Skills: Arcana +4, Perception +2
Senses: darkvision 60 ft.
Languages: Common
Image

Spellcasting. The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared:

• Cantrips (at will): mage hand, prestidigitation, ray of frost

•1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter

•2nd level (2 slots): alter self, invisibility
 

Actions

Claws (Requires Alter Self). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. This attack is magical.
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Source curse of strahd

Basilisk

Medium monstrosity, unaligned
Challenge 3 (700 XP)

Armor Class: 12 (natural armor)
Hit Points: 52 (8d8+16)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
8 (-1)
15 (+2)
2 (-4)
8 (-1)
7 (-2)

Passive Perception: 9
Senses: darkvision 60 ft.
Image

Petrifying Gaze. If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.
If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
Source monster manual

Bastian Thermandar

Medium humanoid (fire genasi), neutral evil
Challenge 8 (3,900 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 78 (12d8+24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
14 (+2)
15 (+2)
11 (0)
9 (-1)
18 (+4)

Passive Perception: 9
Skills: Arcana +3, Deception +7
Damage Resistances: fire
Senses: darkvision 60 ft.
Languages: Common, Ignan
Image

Innate Spellcasting. Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:

• At will: produce flame
• 1/day: burning hands
Spellcasting. Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells:

• Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp
• 1st level (4 slots): mage armor, magic missile, shield
• 2nd level (3 slots): misty step, scorching ray
• 3rd level (3 slots): counterspell, fireball
• 4th level (3 slots): dimension door, wall of fire
• 5th level (1 slot): hold monster
 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source elemental evil

Bat

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 1 (1d4-1)
Speed: 5 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
15 (+2)
8 (-1)
2 (-4)
12 (+1)
4 (-3)

Passive Perception: 11
Senses: blindsight 60 ft.
Image

Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
 

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Source monster manual

Bearded Devil

Medium fiend (devil), lawful evil
Challenge 3 (700 XP)

Armor Class: 13 (natural armor)
Hit Points: 52 (8d8+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
15 (+2)
15 (+2)
9 (-1)
11 (0)
11 (0)

Passive Perception: 10
Saving Throws: Str +5, Con +4, Wis +2
Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.
 

Actions

Multiattack. The devil makes two attacks: one with its beard and one with its glaive.
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Source monster manual

Behir

Huge monstrosity, neutral evil
Challenge 11 (7,200 XP)

Armor Class: 17 (natural armor)
Hit Points: 168 (16d12+64)
Speed: 50 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
16 (+3)
18 (+4)
7 (-2)
14 (+2)
12 (+1)

Passive Perception: 16
Skills: Perception +6, Stealth +7
Damage Immunities: lightning
Senses: darkvision 90 ft.
Languages: Draconic
Image

 

Actions

Multiattack. The behir makes two attacks: one with its bite and one to constrict.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.
If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.
Source monster manual

Beholder

Large aberration, lawful evil
Challenge 13 (10,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 189 (19d10+76)
Speed: 0 ft., fly 20 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
18 (+4)
17 (+3)
15 (+2)
17 (+3)

Passive Perception: 22
Saving Throws: Int +8, Wis +7, Cha +8
Skills: Perception +12
Condition Immunities: prone
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon
Image

Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
 

Legendary Actions

Eye Ray. The beholder uses one random eye ray.
Source monster manual

Beholder Zombie

Large undead, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 93 (11d10+33)
Speed: 0 ft., fly 20 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
10 (0)
8 (-1)
16 (+3)
3 (-4)
8 (-1)
5 (-3)

Passive Perception: 9
Saving Throws: Wis +2
Damage Immunities: poison
Condition Immunities: poisoned, prone
Senses: darkvision 60 ft.
Languages: understands Deep Speech and Undercommon but can't speak
Image

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Source monster manual

Beldora

Medium humanoid (Illuskan human), chaotic good
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 18 (4d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
10 (0)
16 (+3)
12 (+1)
16 (+3)

Passive Perception: 13
Skills: Deception +5, Insight +3, Investigation +5, Perception +5, Persuasion +5
Languages: Common, Draconic, Dwarvish, Halfling
Image

Roleplaying Information. Beldora is a member of the harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth.

Ideal: "We should all strive to help one another"
Bond: "I'll risk my life to protect the powerless."
Flaw: "I like lying to people. Makes life more interesting, no?"
 

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage, .
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Beldora carries ten crossbow bolts.
 

Reactions

Duck and Cover. Beldora adds 2 to her AC against on melee attack that would hit her. To do so, Duvessa must see the attacker and can't be grappled or restrained.
Source storm kings thunder

Berserker

Medium humanoid (any race), any chaotic alignment
Challenge 2 (450 XP)

Armor Class: 13 (hide armor)
Hit Points: 67 (9d8+27)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
17 (+3)
9 (-1)
11 (0)
9 (-1)

Passive Perception: 10
Languages: any one language (usually Common)
Image

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
 

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Source monster manual

Bheur Hag

Medium fey, chaotic evil
Challenge 7 (2,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 91 (14d8+28)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
16 (+3)
14 (+2)
12 (+1)
13 (+1)
16 (+3)

Passive Perception: 14
Saving Throws: Wis +4
Skills: Nature +4, Perception +4, Stealth +6, Survival +4
Damage Immunities: cold
Senses: darkvision 60 ft.
Languages: Auran, Common, Giant
Image

Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.
Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra moment.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: hold person,* ray of frost

3/day each: cone of cold,* ice storm*, wall of ice*

1/day each: control weather
Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:

• 1st level (4 slots): identify, ray of sickness

• 2nd level (3 slots): hold person, locate object

• 3rd level (3 slots): bestow curse, counterspell, lightning bolt

• 4th level (3 slots): phantasmal killer, polymorph

• 5th level (2 slots): contact other plane, scrying

• 6th level (1 slot): eyebite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.
Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
Variant: Death Coven. For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells:

1st level (4 slots): false life, inflict wounds

2nd level (3 slots): gentle repose, ray of enfeeblement

3rd level (3 slots): animate dead, revivify, speak with dead

4th level (3 slots): blight, death ward

5th level (2 slots): contagion, raise dead

6th level (1 slot): circle of death
Variant: Nature Coven. For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells:

1st level (4 slots): entangle, speak with animals

2nd level (3 slots): flaming sphere, moonbeam, spike growth

3rd level (3 slots): call lightning, plant growth

4th level (3 slots): dominate beast, grasping vine

5th level (2 slots): insect plague, tree stride

6th level (1 slot): wall of thorns
Variant: Prophecy Coven. For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the folllowing spells:

1st level (4 slots): bane, bless

2nd level (3 slots): augury, detect thoughts

3rd level (3 slots): calirvoyance, dispel magic, nondetection

4th level (3 slots): arcane eye, locate creature

5th level (2 slots): geas, legend lore

6th level (1 slot): true seeing
 

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:10 (2d8+1) bludgeoning damage plus 3 (1d6) cold damage.
Maddening Feast. The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours.
Source Volo's Guide

Black Bear

Medium beast, unaligned
Challenge 1/2 (100 XP)

Armor Class: 11 (natural armor)
Hit Points: 19 (3d8+6)
Speed: 40 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (0)
14 (+2)
2 (-4)
12 (+1)
7 (-2)

Passive Perception: 13
Image

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Source monster manual

Black Dragon Wyrmling

Medium dragon, chaotic evil
Challenge 2 (450 XP)

Armor Class: 17 (natural armor)
Hit Points: 33 (6d8+6)
Speed: 30 ft., fly 60 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
13 (+1)
10 (0)
11 (0)
13 (+1)

Passive Perception: 14
Saving Throws: Dex +4, Con +3, Wis +2, Cha +3
Skills: Perception +4, Stealth +4
Damage Immunities: acid
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Draconic
Image

Amphibious. The dragon can breathe air and water.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (Sd8) acid damage on a failed save, or half as much damage on a successful one.
Source monster manual

Black Earth Guard

Medium humanoid (human), neutral evil
Challenge 2 (450 XP)

Armor Class: 18 (plate)
Hit Points: 39 (6d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
11 (0)
14 (+2)
10 (0)
10 (0)
9 (-1)

Passive Perception: 12
Skills: Intimidation +1, Perception +2
Languages: Common
Image

 

Actions

Multiattack. The guard makes two melee attacks.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
 

Reactions

Unyielding. When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Source elemental evil

Black Earth Priest

Medium humanoid (human), neutral evil
Challenge 3 (700 XP)

Armor Class: 17 (splint)
Hit Points: 45 (7d8+14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (0)
14 (+2)
12 (+1)
10 (0)
16 (+3)

Passive Perception: 10
Skills: Intimidation +5, Religion +3, Persuasion +5
Languages: Common, Terran
Image

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

• Cantrips (at will): acid splash, blade ward, light, mending, mold earth
• 1st level (4 slots): earth tremor, expeditious retreat, shield
• 2nd level (3 slots): shatter, spider climb
• 3rd level (2 slots): slow
 

Actions

Multiattack. The priest makes two melee attacks.
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
 

Reactions

Unyielding. When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Source elemental evil

Black Guard Drake

Medium dragon, unaligned
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 52 (7d8+21)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
7 (-2)

Passive Perception: 12
Skills: Perception +2
Damage Resistances: acid
Senses: darkvision 60 ft.
Languages: understands Draconic but can't speak it
Image

Amphibious. The guard drake can breathe air and water.
 

Actions

Multiattack. The drake attacks twice, once with its bite and once with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Source Volo's Guide

Black Pudding

Large ooze, unaligned
Challenge 4 (1,100 XP)

Armor Class: 7
Hit Points: 85 (10d10+30)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
5 (-3)
16 (+3)
1 (-5)
6 (-2)
1 (-5)

Passive Perception: 8
Damage Immunities: acid, cold, lightning, slashing
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
Senses: blindsight 60 ft. (blind beyond this radius)
Image

Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
 

Reactions

Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
Source monster manual

Blackguard

Medium humanoid (any race), any non-good alignment
Challenge 8 (3,900 XP)

Armor Class: 18 (plate)
Hit Points: 153 (18d8+72)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
11 (0)
18 (+4)
11 (0)
14 (+2)
15 (+2)

Passive Perception: 12
Saving Throws: Wis +5, Cha +5
Skills: Athletics +7, Deception +5, Intimidation +5
Languages: any one language (usually Common)
Image

Spellcasting. The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +5 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, protection from evil and good, thunderous smite

2nd level (3 slots): branding smite, find steed

3rd level (2 slots): blinding smite, dispel magic
 

Actions

Multiattack. The blackguard makes three attacks with its glaive or its shortbow.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the tar get can repeat the saving throw, ending the effect on itself on a success.
Source Volo's Guide

Blagothkus

Huge giant (cloud giant), neutral evil
Challenge 9 (5,000 XP)

Armor Class: 17 (splint)
Hit Points: 138 (12d12+60)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
13 (+1)
20 (+5)
16 (+3)
15 (+2)
15 (+2)

Passive Perception: 16
Saving Throws: Con +9, Wis +6, Cha +6
Skills: Arcana +7, Insight +6, Intimidation +6, Perception +6
Languages: Common, Draconic, Giant
Image

Keen Smell. Blagothkus has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:

• 3/day each: fog cloud, levitate
Spellcasting. Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list:

• Cantrips (at will): light, mage hand, prestidigitation
• 1st level (4 slots): detect magic, identify, magic missile, shield
• 2nd level (3 slots): gust of wind, misty step, shatter
• 3rd level (2 slots): fly, lightning bolt
 

Actions

Multiattack. Blagothkus attacks twice with his morningstar.
Morningstar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Source tyranny of dragons

Blink Dog

Medium fey, lawful good
Challenge 1/4 (50 XP)

Armor Class: 13
Hit Points: 22 (4d8+4)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
17 (+3)
12 (+1)
10 (0)
13 (+1)
11 (0)

Passive Perception: 10
Skills: Perception +3, Stealth +5
Languages: Blink Dog, understands Sylvan but can't speak it
Image

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Teleport (Recharge 4-6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
Source monster manual

Blood Hawk

Small beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 12
Hit Points: 7 (2d6)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
10 (0)
3 (-4)
14 (+2)
5 (-3)

Passive Perception: 14
Skills: Perception +4
Image

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source monster manual

Blue Dragon Wyrmling

Medium dragon, lawful evil
Challenge 3 (700 XP)

Armor Class: 17 (natural armor)
Hit Points: 52 (8d8+16)
Speed: 30 ft., burrow 15 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (0)
15 (+2)
12 (+1)
11 (0)
15 (+2)

Passive Perception: 14
Saving Throws: Dex +2, Con +4, Wis +2, Cha +4
Skills: Perception +4, Stealth +2
Damage Immunities: lightning
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Draconic
Image

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Source monster manual

Blue Guard Drake

Medium dragon, Volo's Guide, unaligned
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 52 (7d8+21)
Speed: 30 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
7 (-2)

Passive Perception: 12
Skills: Perception +2
Damage Resistances: lightning
Senses: darkvision 60 ft.
Languages: understands Draconic but can't speak it
Image

 

Actions

Multiattack. The drake attacks twice, once with its bite and once with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Source Volo's Guide

Blue Slaad

Large aberration, chaotic neutral
Challenge 7 (2,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 123 (13d10+52)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
18 (+4)
7 (-2)
7 (-2)
9 (-1)

Passive Perception: 11
Skills: Perception +1
Damage Resistances: acid, cold, fire, lightning, thunder
Senses: darkvision 60 ft.
Languages: Slaad, telepathy 60 ft.
Image

Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Variant: Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.
 

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.
Source monster manual

Boar

Medium beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 11 (natural armor)
Hit Points: 11 (2d8+2)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
11 (0)
12 (+1)
2 (-4)
9 (-1)
5 (-3)

Passive Perception: 9
Image

Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
 

Actions

Tusk. Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Source monster manual

Bodak

Medium undead, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 58 (9d8+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
15 (+2)
7 (-2)
12 (+1)
12 (+1)

Passive Perception: 14
Skills: Perception +4, Stealth +6
Damage Resistances: cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: lightning, poison
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 120 ft.
Languages: Abyssal, the languages it knew in life
Image

Aura of Annihilation. The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.
Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so. it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.
Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
 

Actions

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 9 (2d8) necrotic damage.
Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Source Volo's Guide

Boggle

Small fey, chaotic neutral
Challenge 1/8 (25 XP)

Armor Class: 14
Hit Points: 18 (4d6+4)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
18 (+4)
13 (+1)
6 (-2)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3, Sleight of Hand +6, Stealth +6
Damage Resistances: fire
Senses: darkvision 60 ft.
Languages: Sylvan
Image

Boggle Oil. The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.

Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.

Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Dimensional Rift. As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.
Uncanny Smell. The boggle has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage.
Oil Puddle. The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour.
If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.
If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.
Source Volo's Guide

Bone Devil

Large fiend (devil), lawful evil
Challenge 12 (8,400 XP)

Armor Class: 19 (natural armor)
Hit Points: 142 (15d10+60)
Speed: 40 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
18 (+4)
13 (+1)
14 (+2)
16 (+3)

Passive Perception: 9
Saving Throws: Int +5, Wis +6, Cha +7
Skills: Deception +7, Insight +6
Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The devil makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success .
Source monster manual

Bone Devil Polearm

Large fiend (devil), lawful evil
Challenge 12 (8,400 XP)

Armor Class: 19 (natural armor)
Hit Points: 142 (15d10+60)
Speed: 40 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
18 (+4)
13 (+1)
14 (+2)
16 (+3)

Passive Perception: 9
Saving Throws: Int +5, Wis +6, Cha +7
Skills: Deception +7, Insight +6
Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The devil makes three attacks: two with its hooked polearm and one with its sting.
Hooked Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a huge or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the devil can't use its polearm on another target.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success .
Source monster manual

Bone Naga (Guardian)

Large undead, lawful evil
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 58 (9d10+9)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
12 (+1)
15 (+2)
15 (+2)
16 (+3)

Passive Perception: 12
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: Common plus one other language
Image

Spellcasting. The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared:

• Cantrips (at will): mending, sacred flame, thaumaturgy
• 1st level (4 slots): command, shield of faith
• 2nd level (3 slots): calm emotions, hold person
• 3rd level (2 slots): bestow curse
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.
Source monster manual

Bone Naga (Spirit)

Large undead, lawful evil
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 58 (9d10+9)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
12 (+1)
15 (+2)
15 (+2)
16 (+3)

Passive Perception: 12
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: Common plus one other language
Image

Spellcasting. The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared:

• Cantrips (at will): mage hand, minor illusion, ray of frost
• 1st level (4 slots): charm person, sleep
• 2nd level (3 slots): detect thoughts, hold person
• 3rd level (2 slots): lightning bolt
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.
Source monster manual

Brass Dragon Wyrmling

Medium dragon, chaotic good
Challenge 1 (200 XP)

Armor Class: 16 (natural armor)
Hit Points: 16 (3d8+3)
Speed: 30 ft., burrow 15 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (0)
13 (+1)
10 (0)
11 (0)
13 (+1)

Passive Perception: 14
Saving Throws: Dex +2, Con +3, Wis +2, Cha +3
Skills: Perception +4, Stealth +2
Damage Immunities: fire
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Draconic
Image

 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Source monster manual

Bridesmaid of Zuggtmoy

Medium plant, chaotic evil
Challenge 1/8 (25 XP)

Armor Class: 13 (natural armor)
Hit Points: 22 (5d8)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (0)
11 (0)
14 (+2)
8 (-1)
18 (+4)

Passive Perception: 9
Senses: darkvision 60 ft.
Languages: understands Abyssal but can't speak
Image

Fungus Stride. Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger.
 

Actions

Hallucination Spores. The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infestation Spores (1/Day). The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
Source out of the abyss

Brontosaurus

Gargantuan beast, unaligned
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 121 (9d20+27)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
9 (-1)
17 (+3)
2 (-4)
10 (0)
7 (-2)

Passive Perception: 10
Saving Throws: Con +6
Image

 

Actions

Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8+5) bludgeoning damage, and the target must succed on a DC 14 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8+5) bludgeoning damage.
Source Volo's Guide

Bronze Dragon Wyrmling

Medium dragon, lawful good
Challenge 2 (450 XP)

Armor Class: 17 (natural armor)
Hit Points: 32 (5d8+10)
Speed: 30 ft., fly 60 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (0)
15 (+2)
12 (+1)
11 (0)
15 (+2)

Passive Perception: 14
Saving Throws: Dex +2, Con +4, Wis +2, Cha +4
Skills: Perception +4, Stealth +2
Damage Immunities: lightning
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Draconic
Image

Amphibious. The dragon can breathe air and water.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
Source monster manual

Broom of Animated Attack

Small construct, unaligned
Challenge 1/4 (50 XP)

Armor Class: 15 (natural armor)
Hit Points: 17 (5d6)
Speed: 0 ft., fly 50 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
10 (0)
17 (+3)
10 (0)
1 (-5)
5 (-3)
1 (-5)

Passive Perception: 7
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses: blindsight 30 ft. (blind beyond this radius)
Image

Constructed Nature. An animated object doesn't require air, food, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
Antimagic Susceptibility. The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.
 

Actions

Multiattack. The broom makes two melee attacks.
Broomstick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
 

Reactions

Animated Attack. If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.
Source curse of strahd

Brown Bear

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 11 (natural armor)
Hit Points: 34 (4d10+12)
Speed: 40 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
16 (+3)
2 (-4)
13 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Image

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Source monster manual

Bugbear

Medium humanoid (goblinoid), chaotic evil
Challenge 1 (200 XP)

Armor Class: 16 (hide armor, shield)
Hit Points: 27 (5d8+5)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
13 (+1)
8 (-1)
11 (0)
9 (-1)

Passive Perception: 10
Skills: Stealth +6, Survival +2
Senses: darkvision 60 ft.
Languages: Common, Goblin
Image

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
 

Actions

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
Source monster manual

Bugbear Chief

Medium humanoid (goblinoid), chaotic evil
Challenge 3 (700 XP)

Armor Class: 17 (chain shirt, shield)
Hit Points: 65 (10d8+20)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
14 (+2)
14 (+2)
11 (0)
12 (+1)
11 (0)

Passive Perception: 11
Skills: Intimidation +2, Stealth +6, Survival +3
Senses: darkvision 60 ft.
Languages: Common, Goblin
Image

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
 

Actions

Multiattack. The bugbear makes two melee attacks
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 3) piercing damage in melee or 5 (1d6 + 3) piercing damage at range.
Source monster manual

Bulette

Large monstrosity, unaligned
Challenge 5 (1,800 XP)

Armor Class: 17 (natural armor)
Hit Points: 94 (9d10+45)
Speed: 40 ft., burrow 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
11 (0)
21 (+5)
2 (-4)
10 (0)
5 (-3)

Passive Perception: 16
Skills: Perception +6
Senses: darkvision 60 ft., tremorsense 60 ft.
Image

Standing Leap. The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
Deadly Leap. If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.
Source monster manual

Bullywug

Medium humanoid (bullywug), neutral evil
Challenge 1/4 (50 XP)

Armor Class: 15 (hide armor, shield)
Hit Points: 11 (2d8+2)
Speed: 20 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
12 (+1)
13 (+1)
7 (-2)
10 (0)
7 (-2)

Passive Perception: 10
Skills: Stealth +3
Languages: Bullywug
Image

Amphibious. The bullywug can breathe air and water.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Standing Leap. The bullywug's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
 

Actions

Multiattack. The bullywug makes two melee attacks: one with its bite and one with its spear.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Source monster manual

Burrowshark

Medium humanoid (human), neutral evil
Challenge 4 (1,100 XP)

Armor Class: 18 (plate)
Hit Points: 82 (11d8+33)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
16 (+3)
10 (0)
11 (0)
13 (+1)

Passive Perception: 12
Skills: Animal Handling +2, Athletics +6, Intimidation +3, Perception +2
Languages: Common
Image

Bond of the Black Earth. The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month.
 

Actions

Multiattack. The burrowshark makes three melee attacks.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
 

Reactions

Unyielding. When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Source elemental evil

Cambion

Medium fiend, any evil alignment
Challenge 5 (1,800 XP)

Armor Class: 19 (scale mail)
Hit Points: 82 (11d8+33)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
16 (+3)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 14
Saving Throws: Str +7, Con +6, Int +5, Cha +6
Skills: Deception +6, Intimidation +6, Perception +4, Stealth +7
Damage Resistances: cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 60 ft.
Languages: Abyssal, Common, Infernal
Image

Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
Innate Spellcasting. The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:
3/day each: alter self, command, detect magic
1/day: plane shift (self only)
 

Actions

Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft ., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.
Fiendish Charm. One humanoid the cambion can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.
Source monster manual

Camel

Large beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 9
Hit Points: 15 (2d10+4)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
8 (-1)
14 (+2)
2 (-4)
8 (-1)
5 (-3)

Passive Perception: 9
Image

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Source monster manual

Captain Othelstan

Medium humanoid (human), lawful evil
Challenge 5 (1,800 XP)

Armor Class: 19 (splint, shield)
Hit Points: 93 (11d10+33)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
16 (+3)
13 (+1)
14 (+2)
12 (+1)

Passive Perception: 15
Saving Throws: Str +7, Con +6
Skills: Athletics +7, Intimidation +7, Perception +5, Religion +4
Languages: Common, Draconic, Giant
Image

Action Surge (Recharges on a Short or Long Rest). On his turn, Othelstan can take one additional action.
Tiamat's Blessing of Retribution. When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.
 

Actions

Multiattack. Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.
Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Source tyranny of dragons

Carrion Crawler

Large monstrosity, unaligned
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 51 (6d10+18)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
13 (+1)
16 (+3)
1 (-5)
12 (+1)
5 (-3)

Passive Perception: 13
Skills: Perception +3
Senses: darkvision 60 ft.
Image

Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.
Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.
Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Source monster manual

Cat

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 2 (1d4)
Speed: 40 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
15 (+2)
10 (0)
3 (-4)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3, Stealth +4
Image

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Source monster manual

Catoblepas

Large monstrosity, unaligned
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 84 (8d10+40)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
12 (+1)
21 (+5)
3 (-4)
14 (+2)
8 (-1)

Passive Perception: 12
Senses: darkvision 60 ft.
Image

Keen Smell. The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.
Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.
 

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn.
Death Ray (Recharge 5-6). The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.
Source Volo's Guide

Cave Bear

Large beast, unaligned
Challenge 2 (450 XP)

Armor Class: 12 (natural armor)
Hit Points: 42 (5d10+15)
Speed: 40 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (0)
16 (+3)
2 (-4)
13 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Senses: darkvision 60 ft.
Image

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Source monster manual

Cave Fisher

Medium monstrosity, unaligned
Challenge 3 (700 XP)

Armor Class: 16 (natural armor)
Hit Points: 58 (9d8+18)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
14 (+2)
3 (-4)
10 (0)
3 (-4)

Passive Perception: 12
Skills: Perception +2, Stealth +5
Senses: blindsight 60 ft.
Image

Adhesive Filament. The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn
Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.
Spider Climb. The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Multiattack. The cave fisher makes two attacks with its claws.
Claw. Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 10 (2d6+3) slashing damage.
Filament. One creature grappled by the cave fisher’s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can’t extrude another filament.
Source Volo's Guide

Centaur

Large monstrosity, neutral good
Challenge 2 (450 XP)

Armor Class: 12
Hit Points: 45 (6d10+12)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
14 (+2)
9 (-1)
13 (+1)
11 (0)

Passive Perception: 13
Skills: Athletics +6, Perception +3, Survival +3
Languages: Elvish, Sylvan
Image

Charge. If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
 

Actions

Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Source monster manual

Chain Devil

Medium fiend (devil), lawful evil
Challenge 11 (7,200 XP)

Armor Class: 16 (natural armor)
Hit Points: 85 (10d8+40)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
18 (+4)
11 (0)
12 (+1)
14 (+2)

Passive Perception: 8
Saving Throws: Con +7, Wis +4, Cha +5
Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The devil makes two attacks with its chains.
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.
Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.
 

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Source monster manual

Chamberlain of Zuggtmoy

Large plant, chaotic evil
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 45 (6d10+12)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
7 (-2)
14 (+2)
11 (0)
8 (-1)
12 (+1)

Passive Perception: 9
Damage Resistances: bludgeoning, piercing
Senses: darkvision 60 ft.
Languages: Abywssal, Undercommon
Image

Mushroom Portal. The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy.
Poison Spores. Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
 

Actions

Hallucination Spores. The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Multiattack. The chamberlain makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Infestation Spores (1/Day). The chanberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
Source out of the abyss

Champion

Medium humanoid (any race), any alignment
Challenge 9 (5,000 XP)

Armor Class: 18 (plate)
Hit Points: 143 (22d8+44)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
14 (+2)
10 (0)
14 (+2)
12 (+1)

Passive Perception: 16
Saving Throws: Str +9, Con +6
Skills: Athletics +9, Intimidation +5, Perception +6
Languages: any one language (usually Common)
Image

Indomitable (2/Day). The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.
 

Actions

Multiattack. The champion makes three attacks with its greatsword or its light crossbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.
Source Volo's Guide

Chasme

Large fiend (demon), chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 84 (13d10+13)
Speed: 20 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
15 (+2)
12 (+1)
11 (0)
14 (+2)
10 (0)

Passive Perception: 15
Saving Throws: Dex +5, Wis +5
Skills: Perception +5
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 10 ft., darkvision 120 ft.
Languages: Abyssal, telepathy 120 ft.
Image

Drone. The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours .
Magic Resistance. The chasme has advantage on saving throws against spells and other magical effects.
Spider Climb. The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration .
Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A chasme has a 30 percent chance of summoning one chasme.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Chimera

Large monstrosity, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 14 (natural armor)
Hit Points: 114 (12d10+48)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
11 (0)
19 (+4)
3 (-4)
14 (+2)
10 (0)

Passive Perception: 18
Skills: Perception +8
Senses: darkvision 60 ft.
Languages: understands Draconic but can't speak
Image

 

Actions

Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Source monster manual

Chitine

Small monstrosity, Volo's Guide, chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 14 (hide armor)
Hit Points: 18 (4d6+4)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
12 (+1)
10 (0)
10 (0)
7 (-2)

Passive Perception: 10
Skills: Athletics +4, Stealth +4
Senses: darkvision 60 ft.
Languages: Undercommon
Image

Fey Ancestry. The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep.
Sunlight Sensitivity. While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
Web Walker. The chitine ignores movement restrictions caused by webbing.
 

Actions

Multiattack. The chitine makes three attacks with its daggers.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Source Volo's Guide

Choldrith

Medium monstrosity, chaotic evil
Challenge 3 (700 XP)

Armor Class: 15 (studded leather armor)
Hit Points: 15 (12d8+12)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
12 (+1)
11 (0)
14 (+2)
10 (0)

Passive Perception: 12
Skills: Athletics +5, Religion +2, Stealth +5
Senses: darkvision 60 ft.
Languages: Undercommon
Image

Fey Ancestry. The choldrith has advantage on saving throws against being charmed, and magic can’t put the choldrith to sleep.
Spellcasting. The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared:

• Cantrips (at will): guidance, mending, resistance, thaumaturgy

•1st level (4 slots): bane, healing word, sanctuary, shield of faith

•2nd level (3 slots): hold person, spiritual weapon (dagger)
Spider Climb. The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense. While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
Web Walker. The choldrith ignores movement restrictions caused by webbing.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage plus 10 (3d6) poison damage.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Source Volo's Guide

Chuul

Large aberration, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 16 (natural armor)
Hit Points: 93 (11d10+33)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
16 (+3)
5 (-3)
11 (0)
5 (-3)

Passive Perception: 14
Skills: Perception +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: understands Deep Speech but can't speak
Image

Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
 

Actions

Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source monster manual

Chuul Spore Servant

Large plant, unaligned
Challenge 4 (1,100 XP)

Armor Class: 16 (natural armor)
Hit Points: 93 (11d10+33)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
16 (+3)
2 (-4)
6 (-2)
1 (-5)

Passive Perception: 8
Damage Immunities: poison
Condition Immunities: blinded, charmed, frightened, paralyzed, poisoned
Senses: blindsight 30 ft. (blind beyond this radius)
Languages: -
Image

 

Actions

Multiattack. The spore servant makes two pincer attacks.
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (Escape DC 14) if it is a Large or smaller creature and the spore servant doesn't have two other creatures grappled.
Source out of the abyss

Clay Golem

Large construct, unaligned
Challenge 9 (5,000 XP)

Armor Class: 14 (natural armor)
Hit Points: 133 (14d10+56)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
9 (-1)
18 (+4)
3 (-4)
8 (-1)
1 (-5)

Passive Perception: 9
Damage Immunities: acid, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: understands the languages of its creator but can't speak
Image

Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
 

Actions

Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Source monster manual

Cloaker

Large aberration, chaotic neutral
Challenge 8 (3,900 XP)

Armor Class: 14 (natural armor)
Hit Points: 78 (12d10+12)
Speed: 10 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
12 (+1)
13 (+1)
12 (+1)
14 (+2)

Passive Perception: 11
Skills: Stealth +5
Senses: darkvision 60 ft.
Languages: Deep Speech, Undercommon
Image

Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.
False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Moan. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.
Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Source monster manual

Cloud Giant

Huge giant, neutral good (50%) or neutral evil (50%)
Challenge 9 (5,000 XP)

Armor Class: 14 (natural armor)
Hit Points: 200 (16d12+96)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
10 (0)
22 (+6)
12 (+1)
16 (+3)
16 (+3)

Passive Perception: 17
Saving Throws: Con +10, Wis +7, Cha +7
Skills: Insight +7, Perception +7
Languages: Common, Giant
Image

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form
 

Actions

Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown.
Wind Aura. A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.
Multiattack. The giant makes two morningstar attacks.
Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Source monster manual

Cloud Giant Smiling One

Huge giant (cloud giant), chaotic neutral
Challenge 11 (7,200 XP)

Armor Class: 15 (natural armor)
Hit Points: 262 (21d12+128)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
12 (+1)
22 (+6)
15 (+2)
16 (+3)
17 (+3)

Passive Perception: 17
Saving Throws: Con +10, Int +6, Wis +7
Skills: Deception +11, Insight +7, Perception +7, Sleight of Hand +9
Languages: Common, Giant
Image

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light

3/day each: featherfall, fly, misty step, telekinesis

1/day each: control weather, gaseous form
Spellcasting. The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:

Cantrips (at will): minor illusion, prestidigitation, vicious mockery

1st level (4 slots): cure wounds, disguise self, silent image, Tasha’s hideous laughter

2nd level (3 slots): invisibility, suggestion

3rd level (2 slots): major image, tongues
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Multiattack. The giant makes two attacks with its morningstar.
Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
Change Shape. The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.
Source Volo's Guide

Cockatrice

Small monstrosity, unaligned
Challenge 1/2 (100 XP)

Armor Class: 11
Hit Points: 27 (6d6+6)
Speed: 20 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
12 (+1)
12 (+1)
2 (-4)
13 (+1)
5 (-3)

Passive Perception: 11
Senses: darkvision 60 ft.
Image

 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
Source monster manual

Commoner

Medium humanoid (any race), any alignment
Challenge 0 (10 XP)

Armor Class: 10
Hit Points: 4 (1d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
10 (0)
10 (0)
10 (0)
10 (0)
10 (0)

Passive Perception: 10
Languages: any one language (usually Common)
Image

 

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Source monster manual

Conjurer

Medium humanoid (any race), any alignment
Challenge 6 (2,300 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 40 (9d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
11 (0)
17 (+3)
12 (+1)
11 (0)

Passive Perception: 11
Saving Throws: Int +6, Wis +4
Skills: Arcana +6, History +6
Languages: any four languages
Image

Spellcasting. The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared:

Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation

1st level (4 slots): mage armor, magic missile, unseen servant*

2nd level (3 slots): cloud of daggers*, misty step*, web*

3rd level (3 slots): fireball, stinking cloud*

4th level (3 slots): Evard’s black tentacles*, stoneskin

5th level (2 slots): cloudkill*, conjure elemental*

*Conjuration spell of 1st level or higher
Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Source Volo's Guide

Constrictor Snake

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 12
Hit Points: 13 (2d10+2)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
12 (+1)
1 (-5)
10 (0)
3 (-4)

Passive Perception: 10
Senses: blindsight 10 ft.
Image

 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Source monster manual

Copper Dragon Wyrmling

Medium dragon, chaotic good
Challenge 1 (200 XP)

Armor Class: 16 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft., climb 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
13 (+1)
14 (+2)
11 (0)
13 (+1)

Passive Perception: 14
Saving Throws: Dex +3, Con +3, Wis +2, Cha +3
Skills: Perception +4, Stealth +3
Damage Immunities: acid
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Draconic
Image

 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Source monster manual

Couatl

Medium celestial, lawful good
Challenge 4 (1,100 XP)

Armor Class: 19 (natural armor)
Hit Points: 97 (13d8+39)
Speed: 30 ft., fly 90 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
20 (+5)
17 (+3)
18 (+4)
20 (+5)
18 (+4)

Passive Perception: 15
Saving Throws: Con +5, Wis +7, Cha +6
Damage Resistances: radiant
Damage Immunities: psychic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Magic Weapons. The couatl's weapon attacks are magical.
Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
 

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.
Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
Source monster manual

Cow

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 15 (2d10+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
14 (+2)
2 (-4)
10 (0)
4 (-3)

Passive Perception: 10
Image

Charge. If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
 

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Source Volo's Guide

Crab

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 11 (natural armor)
Hit Points: 2 (1d4)
Speed: 20 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
11 (0)
10 (0)
1 (-5)
8 (-1)
2 (-4)

Passive Perception: 9
Skills: Stealth +2
Senses: blindsight 30 ft.
Image

Amphibious. The crab can breathe air and water.
 

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Source monster manual

Crag Cat

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 13
Hit Points: 34 (4d10+12)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
16 (+3)
4 (-3)
14 (+2)
8 (-1)

Passive Perception: 14
Skills: Stealth +7
Senses: darkvision 60 ft.
Languages: --
Image

Nondetection. The cat cannot be targeted or detected by any divination magic or perceived through magical scrying sensors.
Pounce. If the cat moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.
Spell Turning. The cat has advantage on saving throws against any spell that tagets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead tagets the caster.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
Source storm kings thunder

Cranium Rat

Tiny beast, lawful evil
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 2 (1d4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
14 (+2)
10 (0)
4 (-3)
11 (0)
8 (-1)

Passive Perception: 10
Senses: darkvision 30 ft.
Languages: telepathy 30 ft.
Image

Illumination. As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.
Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as i to all divination spells.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Source Volo's Guide

Crawling Claw

Tiny undead, neutral evil
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 2 (1d4)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
14 (+2)
11 (0)
5 (-3)
10 (0)
4 (-3)

Passive Perception: 10
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 30 ft. (blind beyond this radius)
Languages: understands Common but can't speak
Image

Turn Immunity. The claw is immune to effects that turn undead.
 

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice) .
Source monster manual

Crocodile

Large beast, unaligned
Challenge 1/2 (100 XP)

Armor Class: 12 (natural armor)
Hit Points: 19 (3d10+3)
Speed: 20 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (0)
13 (+1)
2 (-4)
10 (0)
5 (-3)

Passive Perception: 10
Skills: Stealth +2
Image

Hold Breath. The crocodile can hold its breath for 15 minutes.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target
Source monster manual

Crushing Wave Priest

Medium humanoid (human), neutral evil
Challenge 2 (450 XP)

Armor Class: 13 (chain shirt)
Hit Points: 52 (8d8+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (0)
14 (+2)
10 (0)
11 (0)
16 (+3)

Passive Perception: 10
Skills: Deception +5, Religion +2, Stealth +2
Languages: Aquan, Common
Image

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

• Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost
• 1st level (4 slots): expeditious retreat, ice knife, magic missile, shield
• 2nd level (3 slots): blur, hold person
• 3rd level (2 slots): sleet storm
 

Actions

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Source elemental evil

Crushing Wave Reaver

Medium humanoid (human), neutral evil
Challenge 1/2 (100 XP)

Armor Class: 14 (shield)
Hit Points: 22 (4d8+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
13 (+1)
10 (0)
11 (0)
8 (-1)

Passive Perception: 10
Skills: Athletics +4, Stealth +4
Languages: Common
Image

 

Actions

Sharktoothed Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source elemental evil

Cult Fanatic

Medium humanoid (any race), any non-good alignment
Challenge 2 (450 XP)

Armor Class: 13 (leather armor)
Hit Points: 22 (6d8+6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
14 (+2)
12 (+1)
10 (0)
13 (+1)
14 (+2)

Passive Perception: 11
Skills: Deception +4, Persuasion +4, Religion +2
Languages: any one language (usually Common)
Image

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (4 slots): command, inflict wounds, shield of faith
• 2nd level (3 slots): hold person, spiritual weapon
 

Actions

Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Source monster manual

Cultist

Medium humanoid (any race), any non-good alignment
Challenge 1/8 (25 XP)

Armor Class: 12 (leather armor)
Hit Points: 9 (2d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
12 (+1)
10 (0)
10 (0)
11 (0)
10 (0)

Passive Perception: 10
Skills: Deception +2, Religion +2
Languages: any one language (usually Common)
Image

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
 

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Source monster manual

Cyclops

Huge giant, chaotic neutral
Challenge 6 (2,300 XP)

Armor Class: 14 (natural armor)
Hit Points: 138 (12d12+60)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
11 (0)
20 (+5)
8 (-1)
6 (-2)
10 (0)

Passive Perception: 8
Languages: Giant
Image

Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 ft. away.
 

Actions

Multiattack. The cyclops makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Source monster manual

Dao

Large elemental, neutral evil
Challenge 11 (7,200 XP)

Armor Class: 18 (natural armor)
Hit Points: 187 (15d10+105)
Speed: 30 ft., burrow 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
12 (+1)
24 (+7)
12 (+1)
13 (+1)
14 (+2)

Passive Perception: 11
Saving Throws: Int +5, Wis +5, Cha +6
Condition Immunities: petrified
Senses: darkvision 120 ft.
Languages: Terran
Image

Earth Glide. The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.
Elemental Demise. If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.
Innate Spellcasting. The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, stone shape
3/day each: passwall, move earth, tongues
1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone
Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.
Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
Wishes.
The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.
To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.
 

Actions

Multiattack. The Dao makes two fist attacks or two maul attacks.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.
Source monster manual

Darathra Shendrel

Medium humanoid (Illuskan humanoid), lawfull good
Challenge 0 (10 XP)

Armor Class: 14 (breastplate)
Hit Points: 52 (8d8+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
14 (+2)
11 (0)
11 (0)
15 (+2)

Passive Perception: 12
Skills: History +2, Intimidation +4, Investigation +2, Perception +2, Presuasion +4
Languages: Common
Image

Brave. Darathra has advantage on saving throws against being frightened
Roleplaying Information. As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.

Ideal: "Good people should be given every chance to prosper, free of tyranny."
Bond: "I'll lay down my life to protect Triboar and its citizens."
Flaw: "I refuse to back down. Push me, and I'll push back."
 

Actions

Multiattack. Darthra makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Darathra carries twenty crossbow bolts.
Source storm kings thunder

Dark Tide Knight

Medium humanoid (human), lawful evil
Challenge 3 (700 XP)

Armor Class: 13
Hit Points: 58 (9d8+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
16 (+3)
14 (+2)
10 (0)
11 (0)
11 (0)

Passive Perception: 10
Skills: Athletics +7, Stealth +7
Languages: Common
Image

Bonded Mount. The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month.
Sneak Attack. The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn't incapacitated and the knight doesn't have disadvantage on the attack roll.
 

Actions

Multiattack. The knight makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
 

Reactions

Uncanny Dodge. When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.
Source elemental evil

Darkling

Small fey, Volo's Guide, chaotic neutral
Challenge 1/2 (100 XP)

Armor Class: 14 (leather armor)
Hit Points: 13 (3d6+3)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
16 (+3)
112 (+2)
10 (0)
12 (+1)
10 (0)

Passive Perception: 15
Skills: Acrobatics +5, Deception +2, Perception +5, Stealth +7
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Elvish, Sylvan
Image

Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn.
Light Sensitivity. While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.
Source Volo's Guide

Darkling Elder

Medium fey, chaotic neutral
Challenge 2 (450 XP)

Armor Class: 15 (studded leather armor)
Hit Points: 27 (5d8+5)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
17 (+3)
12 (+1)
10 (0)
14 (+2)
13 (+1)

Passive Perception: 16
Skills: Acrobatics +5, Deception +3, Perception +6, Stealth +7
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Elvish, Sylvan
Image

Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn’t blinded.
 

Actions

Multiattack. The darkling elder makes two melee attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 fit, one target. Hit: 6 (1d6+3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 (3d6) piercing damage.
Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness without any components. Wisdom is its spellcasting ability.
Source Volo's Guide

Darkmantle

Small monstrosity, unaligned
Challenge 1/2 (100 XP)

Armor Class: 11
Hit Points: 22 (5d6+5)
Speed: 10 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
13 (+1)
2 (-4)
10 (0)
5 (-3)

Passive Perception: 10
Skills: Stealth +3
Senses: blindsight 60 ft.
Image

Echolocation. The darkmantle can't use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
 

Actions

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
Darkness Aura (1/day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Source monster manual

Darz Helgar

Medium humanoid (Illuskan human), neutral
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 27(5d8+5)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
15 (+2)
12 (+1)
10 (0)
11 (0)
11 (0)

Passive Perception: 10
Skills: Intimidation +2, Sleight of Hand +4, Stealth +4
Languages: Common
Image

Sneak Attack (1/turn). Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll.
Roleplaying Information. In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.

Ideal: "You csan run from your past, but you can't hide from it."
Bond: "I've made a new life in Triboar. I'm not gonna run away this time. "
Flaw: "I have no regrets. I do whatever it takes to survive."
 

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) piercing damage. Darz carries twenty sling stones.
Source storm kings thunder

Death Dog

Medium monstrosity, neutral evil
Challenge 1 (200 XP)

Armor Class: 12
Hit Points: 39 (6d8+12)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
14 (+2)
3 (-4)
13 (+1)
6 (-2)

Passive Perception: 15
Skills: Perception +5, Stealth +4
Senses: darkvision 120 ft.
Image

Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
 

Actions

Multiattack. The dog makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Source monster manual

Death Kiss

Large aberration, neutral evil
Challenge 10 (5,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 161 (17d10+68)
Speed: 0 ft., fly 30 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
18 (+4)
10 (0)
12 (+1)
10 (0)

Passive Perception: 15
Saving Throws: Con +8, Wis +5
Skills: Perception +5
Damage Immunities: lightning
Condition Immunities: prone
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon
Image

Lightning Blood. A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.
 

Actions

Multiattack. The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature
Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6+4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.
Blood Drain. One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.
Source Volo's Guide

Death Knight

Medium undead, chaotic evil
Challenge 17 (18,000 XP)

Armor Class: 20 (plate, shield)
Hit Points: 180 (19d8+95)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
11 (0)
20 (+5)
12 (+1)
16 (+3)
18 (+4)

Passive Perception: 13
Saving Throws: Dex +6, Wis +9, Cha +10
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, poisoned
Senses: darkvision 120 ft.
Languages: Abyssal, Common
Image

Undead Nature. A death knight doesn't require air, food, drink, or sleep.
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:
• 1st level (4 slots): command, compelled duel, searing smite
• 2nd level (3 slots): hold person, magic weapon
• 3rd level (3 slots): dispel magic, elemental weapon
• 4th level (3 slots): banishment, staggering smite
• 5th level (2 slots): destructive wave (necrotic)
 

Actions

Multiattack. The death knight makes three longsword attacks.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.
Hellfire Orb (1/day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
 

Reactions

Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.
Source monster manual

Death Slaad

Medium aberration (shapechanger), chaotic evil
Challenge 10 (5,900 XP)

Armor Class: 18 (natural armor)
Hit Points: 170 (20d8+80)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
19 (+4)
15 (+2)
10 (0)
16 (+3)

Passive Perception: 18
Skills: Arcana +6, Perception +8
Damage Resistances: acid, cold, fire, lightning, thunder
Senses: blindsight 60 ft., darkvision 60 ft.
Languages: Slaad, telepathy 60 ft.
Image

Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image
2/day each: fear, fireball, fly, tongues
1/day each: cloudkill, plane shift
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects
Magic Weapons. The slaad's weapon attacks are magical.
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Variant: Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.
 

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.
Bite (Slaad Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.
Claws (Slaad Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.
Source monster manual

Death Tyrant

Large undead, lawful evil
Challenge 14 (11,500 XP)

Armor Class: 19 (natural armor)
Hit Points: 187 (25d10+50)
Speed: 0 ft., fly 20 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
14 (+2)
19 (+4)
15 (+2)
19 (+4)

Passive Perception: 22
Saving Throws: Str +5, Con +7, Int +9, Wis +7, Cha +9
Skills: Perception +12
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, paralyzed, petrified, poisoned, prone
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon
Image

Negative Energy Cone. The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.
Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays. The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it:
1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
 

Legendary Actions

Eye Ray. The death tyrant uses one random eye ray.
Source monster manual

Deep Gnome (Svirfneblin)

Small humanoid (gnome), neutral good
Challenge 1/2 (100 XP)

Armor Class: 15 (chain shirt)
Hit Points: 16 (3d6+6)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
14 (+2)
12 (+1)
10 (0)
9 (-1)

Passive Perception: 12
Skills: Investigation +3, Perception +2, Stealth +4
Senses: darkvision 120 ft.
Languages: Gnomish, Terran, Undercommon
Image

Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
 

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Source monster manual

Deep Rothé

Medium beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 13 (2d8+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
14 (+2)
2 (-4)
10 (0)
4 (-3)

Passive Perception: 10
Senses: darkvision 60 ft.
Image

Charge. If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
Innate Spellcasting. The deep rothé's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components.
 

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Source Volo's Guide

Deep Scion

Medium humanoid (shapechanger), neutral evil
Challenge 3 (700 XP)

Armor Class: 11
Hit Points: 67 (9d8+27)
Speed: 30 ft. (20 ft. and swim 40 ft. in hybrid form)

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
16 (+3)
10 (0)
12 (+1)
14 (+2)

Passive Perception: 11
Saving Throws: Wis +3, Cha +4
Skills: Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
Senses: darkvision 120 ft.
Languages: Aquan, Common, thieves' cant
Image

Shapechanger. The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.
 

Actions

Multiattack. In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.
Battleaxe (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.
Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 6 (1d4+4) piercing damage.
Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) slashing damage.
Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
Source Volo's Guide

Deer

Medium beast, unaligned
Challenge 0 (10 XP)

Armor Class: 13
Hit Points: 4 (1d8)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
11 (0)
2 (-4)
14 (+2)
5 (-3)

Passive Perception: 12
Image

 

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Source monster manual

Deinonychus

Medium beast, unaligned
Challenge 1 (200 XP)

Armor Class: 13 (natural armor)
Hit Points: 26 (4d8+8)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
15 (+2)
14 (+2)
4 (-3)
12 (+1)
6 (-2)

Passive Perception: 13
Skills: Perception +3
Image

Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.
 

Actions

Multiattack. The deinonychus makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
Source Volo's Guide

Demilich

Tiny undead, neutral evil
Challenge 18 (20,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 80 (20d4)
Speed: 0 ft., fly 30 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
20 (+5)
10 (0)
20 (+5)
17 (+3)
20 (+5)

Passive Perception: 13
Saving Throws: Con +6, Int +11, Wis +9, Cha +11
Damage Resistances: bludgeoning, piercing, and slashing from magic weapons
Damage Immunities: necrotic, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses: truesight 120 ft.
Image

Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.
Turn Immunity. The demilich is immune to effects that turn undead.
 

Actions

Howl (Recharge 5-6). The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
Life Drain. The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.
 

Legendary Actions

Flight. The demilich flies up to half its flying speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn.
Energy Drain (Costs 2 Actions). Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.
Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Source monster manual

Demogorgon

Huge fiend (demon), chaotic evil
Challenge 26 (90,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 496 (34d12+272)
Speed: 50 ft., swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
14 (+2)
26 (+8)
20 (+5)
17 (+3)
25 (+7)

Passive Perception: 21
Saving Throws: Dex +10, Con +16, Wis +11, Cha +15
Skills: Insight +11, Perception +19
Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Innate Spellcasting. Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:

At will: detect magic, major image
3/day each: dispel magic, fear, telekinesis
1/day each: feeblemind, project image
Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Demogorgon has advantage on saving throws against spell and other magic effects.
Magic Weapon. Demogorgon's weapon attacks are magical
Two Heads. Demogorgon has advantage on saving throws against being blinded, defened, stunned, and knocked unconscious.
 

Actions

Multiattack. Demogorgon makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Gaze. Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.
If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random:
1. Beguiling Gaze. The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.
2. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn.
3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell.
 

Legendary Actions

Demogorgon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creautre's turn. Demogorgon regains spent legendary actions at the start of his turn.
Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage plus 22 (4d10) necrotic damage.
Maddening Gaze. Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.
Source out of the abyss

Derro

Small humanoid (derro), chaotic evil
Challenge 1/4 (50 XP)

Armor Class: 13 (leather armor)
Hit Points: 13 (3d6+3)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
12 (+1)
11 (0)
5 (-3)
9 (-1)

Passive Perception: 7
Skills: Stealth +4
Senses: darkvision 120 ft.
Languages: Dwarvish, Undercommon
Image

Insanity. The derro has advantage on saving throws against being charmed or frightened.
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Hooked Shortspear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.
Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.
Source out of the abyss

Derro Savant

Small humanoid (derro), chaotic evil
Challenge 3 (700 XP)

Armor Class: 13 (leather armor)
Hit Points: 49 (11d6+11)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
12 (+1)
11 (0)
5 (-3)
14 (+2)

Passive Perception: 7
Skills: Stealth +4
Senses: darkvision 120 ft.
Languages: Dwarvish, Undercommon
Image

Insanity. The derro has advantage on saving throws against being charmed or frightened.
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. The derro is a 5th-level spellcaster. It's spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells:

Cantrips (at will): acid splash, light, mage hand, message, ray of frost
1st level (4 slots): burning hands, chromatic orb, sleep
2nd level (3 slots): invisibility, spider climb
3rd level (2 slots): blink, lightning bolt
 

Actions

Hooked Shortspear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.
Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.
Source out of the abyss

Deva

Medium celestial, lawful good
Challenge 10 (5,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 136 (16d8+64)
Speed: 30 ft., fly 90 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
17 (+3)
20 (+5)
20 (+5)

Passive Perception: 19
Saving Throws: Wis +9, Cha +9
Skills: Insight +9, Perception +9
Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened
Senses: darkvision 120 ft.
Languages: all, telepathy 120 ft.
Image

Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The deva makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Source monster manual

Devourer

Large fiend, chaotic evil
Challenge 13 (10,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 178 (17d10+85)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
20 (+5)
13 (+1)
10 (0)
16 (+3)

Passive Perception: 10
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Abyssal, telepathy 120 ft.
Image

 

Actions

Multiattack. The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 21 (6d6) necrotic damage.
Imprison Soul. The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer’s ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.
Soul Rend (Recharge 6). The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.
Source Volo's Guide

Dimetrodon

Medium beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 12 (natural armor)
Hit Points: 19 (3d8+6)
Speed: 30 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
10 (0)
15 (+2)
2 (-4)
10 (0)
5 (-3)

Passive Perception: 12
Skills: Perception +2
Image

Source. Volo's Guide to Monsters, p. 139
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.
Source Volo's Guide

Dire Wolf

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 14 (natural armor)
Hit Points: 37 (5d10+10)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
15 (+2)
3 (-4)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3, Stealth +4
Image

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Source monster manual

Displacer Beast

Large monstrosity, lawful evil
Challenge 3 (700 XP)

Armor Class: 13 (natural armor)
Hit Points: 85 (10d10+30)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
6 (-2)
12 (+1)
8 (-1)

Passive Perception: 11
Senses: darkvision 60 ft.
Image

Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails .
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
 

Actions

Multiattack. The displacer beast makes two attacks with its tentacles.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.
Source monster manual

Diviner

Medium humanoid (any race), any alignment
Challenge 8 (3,900 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 67 (15d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
11 (0)
18 (+4)
12 (+1)
11 (0)

Passive Perception: 11
Saving Throws: Int +7, Wis +4
Skills: Arcana +7, History +7
Languages: any four languages
Image

Spellcasting. The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, message, true strike

1st level (4 slots): detect magic*, feather fall, mage armor

2nd level (3 slots): detect thoughts*, locate object*, scorching ray

3rd level (3 slots): clairvoyance*, fly, fireball

4th level (3 slots): arcane eye*, ice storm, stoneskin

5th level (2 slots): Rary’s telepathic bond*, seeming*

6th level (1 slot): mass suggestion, true seeing*

7th level (1 slot): delayed blast fireball, teleport

8th level (1 slot): maze

* Divination spell of 1st level or higher
Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher). When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
 

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
Source Volo's Guide

Djinni

Large elemental, chaotic good
Challenge 11 (7,200 XP)

Armor Class: 17 (natural armor)
Hit Points: 161 (14d10+84)
Speed: 30 ft., fly 90 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
15 (+2)
22 (+6)
15 (+2)
16 (+3)
20 (+5)

Passive Perception: 13
Saving Throws: Dex +6, Wis +7, Cha +9
Damage Immunities: lightning, thunder
Senses: darkvision 120 ft.
Languages: Auran
Image

Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk
1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.
Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
Wishes.
The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.
To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.
 

Actions

Multiattack. The djinni makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Source monster manual

Dolphin

Medium beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 12 (natural armor)
Hit Points: 11 (2d8+2)
Speed: 0 ft., swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
13 (+1)
13 (+1)
6 (-2)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Senses: blindsight 60 ft.
Image

Charge. If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.
Hold Breath. The dolphin can hold its breath for 20 minutes.
 

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
Source Volo's Guide

Doppelganger

Medium monstrosity (shapechanger), unaligned
Challenge 3 (700 XP)

Armor Class: 14
Hit Points: 52 (8d8+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
18 (+4)
14 (+2)
11 (0)
12 (+1)
14 (+2)

Passive Perception: 11
Skills: Deception +6, Insight +3
Damage Immunities: charmed
Senses: darkvision 60 ft.
Languages: Common
Image

Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it surprised
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
 

Actions

Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Source monster manual

Draegloth

Large fiend (demon), Volo's Guide, chaotic evil
Challenge 7 (2,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 123 (13d10+52)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
18 (+4)
13 (+1)
11 (0)
11 (0)

Passive Perception: 13
Skills: Perception +3, Stealth +5
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Abyssal, Elvish, Undercommon
Image

Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Innate Spellcasting. The draegloth’s innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:

At will: darkness

1/day each: confusion, dancing lights, faerie fire
 

Actions

Multiattack. The draegloth makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10+5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) slashing damage.
Source Volo's Guide

Draft Horse

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 19 (3d10+3)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
12 (+1)
2 (-4)
11 (0)
7 (-2)

Passive Perception: 10
Image

 

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Source monster manual

Dragon Turtle

Gargantuan dragon, neutral
Challenge 17 (18,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 341 (22d20+10)
Speed: 20 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (0)
20 (+5)
10 (0)
12 (+1)
12 (+1)

Passive Perception: 11
Saving Throws: Dex +6, Con +11, Wis +7
Damage Resistances: fire
Senses: darkvision 120 ft.
Languages: Aquan, Draconic
Image

Amphibious. The dragon turtle can breathe air and water.
 

Actions

Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
Steam Breath (Recharge 5-6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Source monster manual

Dragonclaw

Medium humanoid (human), neutral evil
Challenge 1 (200 XP)

Armor Class: 14 (leather armor)
Hit Points: 16 (3d8+3)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
16 (+3)
13 (+1)
11 (0)
10 (0)
12 (+1)

Passive Perception: 10
Saving Throws: Wis +2
Skills: Deception +3, Stealth +5
Languages: Common, Draconic
Image

Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.
Pack Tactics. The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.
 

Actions

Multiattack. The dragonclaw attacks twice with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Source tyranny of dragons

Dragonfang

Medium humanoid (human), neutral evil
Challenge 5 (1,800 XP)

Armor Class: 15 (studded leather)
Hit Points: 78 (12d8+24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
14 (+2)
12 (+1)
12 (+1)
14 (+2)

Passive Perception: 11
Saving Throws: Wis +3
Skills: Deception +4, Stealth +5
Damage Resistances: one of the following: acid, cold, fire, lightning or poison
Languages: Common, Draconic, Infernal
Image

Dragon Fanatic. The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage.
Limited Flight. The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
 

Actions

Multiattack. The Dragonfang attacks twice with its shortsword.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) damage of the type to which the dragonfang has resistance.
Orb of Dragon's Breath (2/Day). Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance.
Source tyranny of dragons

Dragonsoul

Medium humanoid (human), neutral evil
Challenge 7 (2,900 XP)

Armor Class: 16 (studded leather)
Hit Points: 110 (17d8+34)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
18 (+4)
14 (+2)
13 (+1)
12 (+1)
16 (+3)

Passive Perception: 11
Saving Throws: Wis +4
Skills: Deception +6, Stealth +7
Damage Resistances: one of the following: acid, cold, fire, lightning or poison
Languages: Common, Draconic, Infernal
Image

Dragon Fanatic. The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage.
Limited Flight. The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
Pack Tactics. The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.
 

Actions

Multiattack. The Dragonsoul attacks twice with its shortsword.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) damage of the type to which the dragonsoul has resistance.
Orb of Dragon's Breath (3/Day). Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance.
Source tyranny of dragons

Dragonwing

Medium humanoid (human), neutral evil
Challenge 2 (450 XP)

Armor Class: 14 (leather armor)
Hit Points: 33 (6d8+6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
13 (+1)
11 (0)
11 (0)
13 (+1)

Passive Perception: 10
Saving Throws: Wis +2
Skills: Deception +3, Stealth +5
Damage Resistances: one of the following: acid, cold, fire, lightning, or poison
Languages: Common, Draconic
Image

Dragon Fanatic. The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage.
Limited Flight. The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
Pack Tactics. The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't incapacitated.
 

Actions

Multiattack. The dragonwing attacks twice with its scimitar.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) damage of the type to which the cultist has resistance.
Source tyranny of dragons

Dralmorrer Borngray

Medium humanoid (high elf), neutral evil
Challenge 3 (700 XP)

Armor Class: 16 (studded leather, shield)
Hit Points: 52 (7d10+14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
14 (+2)
16 (+3)
10 (0)
8 (-1)

Passive Perception: 12
Saving Throws: Str +6, Con +4
Skills: Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5
Senses: darkvision 60 ft.
Languages: Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
Image

Fey Ancestry. Dralmorrer has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:

• Cantrips (at will): fire bolt, prestidigitation, shocking grasp
• 1st level (4 slots): longstrider, magic missile, shield, thunderwave
• 2nd level (2 slots): magic weapon, misty step
War Magic. When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.
Weapon Bond. Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand.
 

Actions

Multiattack. Dralmorrer attacks twice, either with his longsword or dagger.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Source tyranny of dragons

Drannin Splithelm

Medium humanoid (shield dwarf), neutral evil
Challenge 7 (2,900 XP)

Armor Class: 18 (plate)
Hit Points: 93 (11d8+44)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
18 (+4)
11 (0)
8 (-1)
12 (+1)

Passive Perception: 9
Skills: Athletics +7, Intimidation +4
Damage Resistances: cold, poison
Senses: darkvision 60 ft.
Languages: Common, Dwarvish
Image

Action Surge (Recharges after a Short or Long Rest). Drannin takes an additional action on his turn.
Brute. A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack).
Dwarven Resilience. Drannin has advantage on saving throws against poison.
Indomitable (Recharges after a Short or Long Rest). Drannin can reroll a saving throw that he fails. He must use the new roll.
Second Wind (Recharges after a Short or Long Rest). Drannin can use a bonus action to regain 16 (1d10 + 11) hit points.
Special Equipment. Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance. He also carries a potion of frost giant strength.
 

Actions

Multiattack. Drannin makes three attacks with his greataxe.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Source elemental evil

Dretch

Small fiend (demon), chaotic evil
Challenge 1/4 (50 XP)

Armor Class: 11 (natural armor)
Hit Points: 18 (4d6+4)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
11 (0)
12 (+1)
5 (-3)
8 (-1)
3 (-4)

Passive Perception: 9
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
Image

 

Actions

Multiattack. The dretch makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
Source monster manual

Drider

Large monstrosity, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 19 (natural armor)
Hit Points: 123 (13d10+52)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
18 (+4)
13 (+1)
14 (+2)
12 (+1)

Passive Perception: 15
Skills: Perception +5, Stealth +9
Senses: darkvision 120 ft.
Languages: Elvish, Undercommon
Image

Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The drider ignores movement restrictions caused by webbing.
 

Actions

Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
Source monster manual

Drider Spellcaster

Large monstrosity, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 19 (natural armor)
Hit Points: 123 (13d10+52)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
18 (+4)
13 (+1)
16 (+3)
12 (+1)

Passive Perception: 15
Skills: Perception +5, Stealth +9
Senses: darkvision 120 ft.
Languages: Elvish, Undercommon
Image

Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The drider ignores movement restrictions caused by webbing.
Spellcasting. The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:

• Cantrips (at will): poison spray, thaumaturgy
• 1st level (4 slots): bane, detect magic, sanctuary
• 2nd level (3 slots): hold person, silence
• 3rd level (3 slots): clairvoyance, dispel magic
• 4th level (2 slots): divination,freedom of movement
 

Actions

Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
Source monster manual

Droki

Small humanoid (derro), chaotic evil
Challenge 2 (450 XP)

Armor Class: 15 (studded leather)
Hit Points: 31 (7d6+7)
Speed: 30 ft. (60 ft. with boots of speed)

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
13 (+1)
10 (0)
5 (-3)
16 (+3)

Passive Perception: 7
Skills: Stealth +5
Senses: darkvision 120 ft.
Languages: Dwarvish, Undercommon
Image

Special Equipment. Droki wears boots of speed
Insanity. Droki has advantage on saving throws against being charmed or frightened.
Innate Spellcasting. Droki's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:

At will: minor illusion
1/day each: darkness, fear, shatter
Sneak Attack (1/Turn). Droki deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage ont he attack roll, or when the target is within 5 feet of an ally of Droki that isn't incapacitated and Droki doesn't have disadvantage on the attack roll.
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. Droki makes two attacks with his shortsword
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d6 + 3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
 

Reactions

Parry. Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon.
Source out of the abyss

Drow

Medium humanoid (elf), neutral evil
Challenge 1/4 (50 XP)

Armor Class: 15 (chain shirt)
Hit Points: 13 (3d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
10 (0)
11 (0)
11 (0)
12 (+1)

Passive Perception: 12
Skills: Perception +2, Stealth +4
Senses: darkvision 120 ft.
Languages: Elvish, Undercommon
Image

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Source monster manual

Drow Elite Warrior

Medium humanoid (elf), neutral evil
Challenge 5 (1,800 XP)

Armor Class: 18 (studded leather, shield)
Hit Points: 71 (11d8+22)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
18 (+4)
14 (+2)
11 (0)
13 (+1)
12 (+1)

Passive Perception: 14
Saving Throws: Dex +7, Con +5, Wis +4
Skills: Perception +4, Stealth +10
Senses: darkvision 120 ft.
Languages: Elvish, Undercommon
Image

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The drow makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
 

Reactions

Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
Source monster manual

Drow Mage

Medium humanoid (elf), neutral evil
Challenge 7 (2,900 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 45 (10d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
10 (0)
17 (+3)
13 (+1)
12 (+1)

Passive Perception: 14
Skills: Arcana +6, Deception +5, Perception +4, Stealth +5
Senses: darkvision 120 ft.
Languages: Elvish, Undercommon
Image

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

• Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
• 1st level (4 slots): mage armor, magic missile, shield, witch bolt
• 2nd level (3 slots): alter self, misty step, web
• 3rd level (3 slots): fly, lightning bolt
• 4th level (3 slots): Evard's black tentacles, greater invisibility
• 5th level (2 slots): cloudkill
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.
Summon Demon (1/Day). The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Drow Priestess of Lolth

Medium humanoid (elf), neutral evil
Challenge 8 (3,900 XP)

Armor Class: 15 (scale mail)
Hit Points: 71 (13d8+13)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
12 (+1)
13 (+1)
17 (+3)
18 (+4)

Passive Perception: 16
Saving Throws: Con +4, Wis +6, Cha +7
Skills: Insight +6, Perception +6, Religion +4, Stealth +5
Senses: darkvision 120 ft.
Languages: Elvish, Undercommon
Image

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 15. She can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:

• Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
• 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
• 2nd level (3 slots): lesser restoration, protection from poison, web
• 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
• 4th level (3 slots): divination, freedom of movement
• 5th level (2 slots): insect plague, mass cure wounds
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The drow makes two scourge attacks.
Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.
Summon Demon (1/Day). The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Drow Spore Servant

Medium plant, unaligned
Challenge 1/8 (25 XP)

Armor Class: 15 (chain shirt)
Hit Points: 13 (3d8)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
10 (0)
2 (-4)
6 (-2)
1 (-5)

Passive Perception: 8
Condition Immunities: blinded, charmed, frightened, paralyzed
Senses: blindsight 30 ft. (blind beyond this radius)
Languages: -
Image

 

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source out of the abyss

Druid

Medium humanoid (any race), any alignment
Challenge 2 (450 XP)

Armor Class: 11 (16 with barkskin)
Hit Points: 27 (5d8+5)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
12 (+1)
13 (+1)
12 (+1)
15 (+2)
11 (0)

Passive Perception: 14
Skills: Medicine +4, Nature +3, Perception +4
Languages: Druidic plus any two languages
Image

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

• Cantrips (at will): druidcraft, produce flame, shillelagh
• 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
• 2nd level (3 slots): animal messenger, barkskin
 

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.
Source monster manual

Dryad

Medium fey, neutral
Challenge 1 (200 XP)

Armor Class: 11 (16 with barkskin)
Hit Points: 22 (5d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
12 (+1)
11 (0)
14 (+2)
15 (+2)
18 (+4)

Passive Perception: 14
Skills: Perception +4, Stealth +5
Senses: darkvision 60 ft.
Languages: Elvish, Sylvan
Image

Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.
 

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
Source monster manual

Duergar

Medium humanoid (dwarf), lawful evil
Challenge 1 (200 XP)

Armor Class: 16 (scale mail, shield)
Hit Points: 26 (4d8+4)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (0)
14 (+2)
11 (0)
10 (0)
9 (-1)

Passive Perception: 10
Damage Resistances: poison
Senses: darkvision 120 ft.
Languages: Dwarvish, Undercommon
Image

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Source monster manual

Duergar Darkhaft

Medium humanoid (dwarf), lawful evil
Challenge 2 (450 XP)

Armor Class: 16 (scale mail, shield)
Hit Points: 26 (4d8+4)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (0)
14 (+2)
11 (0)
10 (0)
9 (-1)

Passive Perception: 10
Damage Resistances: poison
Senses: darkvision 120 ft.
Languages: Dwarvish, Undercommon
Image

Innate Spellcasting (Psionics). The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components:

At will: friends, mage hand
1/day each: disguise self, sleep
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Source out of the abyss

Duergar Kavalrachni

Medium humanoid (dwarf), lawful evil
Challenge 2 (450 XP)

Armor Class: 16 (scale mail, shield)
Hit Points: 26 (4d8+4)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (0)
14 (+2)
11 (0)
10 (0)
9 (-1)

Passive Perception: 10
Damage Resistances: poison
Senses: darkvision 120 ft.
Languages: Dwarvish, Undercommon
Image

Mounted. The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantualas known as steeders (see the female steeder stat block)
Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack agains the same target as a reaction.
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Source out of the abyss

Duergar Keeper of the Flame

Medium humanoid (dwarf), lawful evil
Challenge 2 (450 XP)

Armor Class: 16 (scale mail, shield)
Hit Points: 26 (4d8+4)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (0)
14 (+2)
11 (0)
10 (0)
9 (-1)

Passive Perception: 10
Damage Resistances: poison
Senses: darkvision 120 ft.
Languages: Dwarvish, Undercommon
Image

Innate Spellcasting (Psionics). The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12.) It can innately cast the following spells, requiring no components:

At will: friends, message
1/day: command
Spellcasting. The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared:

Cantrips (at will): guidance, mending, sacred flame
1st level (4 slots): bane, inflict wounds, shield of faith
2nd level (2 slots): enhance ability, spiritual weapon
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Source out of the abyss

Duergar Soulblade

Medium humanoid (dwarf), lawful evil
Challenge 1 (200 XP)

Armor Class: 14 (leather armor)
Hit Points: 18 (4d8)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
10 (0)
11 (0)
10 (0)
12 (+1)

Passive Perception: 10
Damage Resistances: poison
Senses: darkvision 120 ft.
Languages: Dwarvish, Undercommon
Image

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Innate Spellcasting (Psionics). The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: blade ward, true strike
1/day each: jump, hunter's mark
 

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Create Soulblade. The duergar creates a visible, shortword-sized blade of psionic energy. The weapon appears int he duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated.
Soulblade. Melee Weapon Attackk: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Source out of the abyss

Duergar Spore Servant

Medium plant, unaligned
Challenge 1/2 (100 XP)

Armor Class: 16 (scale armor, shield)
Hit Points: 26 (4d8+8)
Speed: 15 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (0)
14 (+2)
2 (-4)
6 (-2)
1 (-5)

Passive Perception: 8
Damage Resistances: poison
Condition Immunities: blinded, charmed, frightened, paralyzed
Senses: blindsight 30 ft. (blind beyond this radius)
Languages: -
Image

 

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Source out of the abyss

Duergar Stone Guard

Medium humanoid (dwarf), lawful evil
Challenge 2 (450 XP)

Armor Class: 18 (chain mail, shield)
Hit Points: 39 (6d8+12)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
11 (0)
14 (+2)
11 (0)
10 (0)
9 (-1)

Passive Perception: 10
Damage Resistances: poison
Senses: darkvision 120 ft.
Languages: Dwarvish, Undercommon
Image

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Source out of the abyss

Duergar Xarron

Medium humanoid (dwarf), lawful evil
Challenge 2 (450 XP)

Armor Class: 18 (platemail)
Hit Points: 26 (4d8+8)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
14 (+2)
11 (0)
10 (0)
9 (-1)

Passive Perception: 10
Damage Resistances: poison
Senses: darkvision 120 ft.
Languages: Dwarvish, Undercommon
Image

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Fire Lance. Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged.
Fire Spray (Recharge 5-6). From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .
Source out of the abyss

Duodrone

Medium construct, construct
Challenge 1/4 (50 XP)

Armor Class: 15 (natural armor)
Hit Points: 11 (2d8+2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
13 (+1)
12 (+1)
6 (-2)
10 (0)
7 (-2)

Passive Perception: 10
Senses: truesight 120 ft.
Languages: Modron
Image

Axiomatic Mind. The duodrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
 

Actions

Multiattack. The duodrone makes two fist attacks or two javelin attacks.
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Source monster manual

Dust Mephit

Small elemental, neutral evil
Challenge 1/2 (100 XP)

Armor Class: 12
Hit Points: 17 (5d6)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
5 (-3)
14 (+2)
10 (0)
9 (-1)
11 (0)
10 (0)

Passive Perception: 12
Skills: Perception +2, Stealth +4
Damage Vulnerabilities: fire
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Auran, Terran
Image

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
 

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Duvessa Shane

Medium humanoid (Illuskan human), lawful good
Challenge 0 (10 XP)

Armor Class: 10
Hit Points: 9 (2d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
11 (0)
10 (0)
16 (+3)
14 (+2)
16 (+3)

Passive Perception: 12
Skills: Deception +5, Insight +3, Persuasion +3
Languages: Common, Dwarvish, Giant, Orc
Image

Roleplaying Information. The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of BRyn Shander, and a young one at that, she has much to prove.

Ideal: "The people of Icewind Dale are survivors. They can weather any storm."
Bond: "My mother taught me what it means to be a good leader. I won't disappoint her."
Flaw: "I don't give an inch in any argument of conflict."
 

Actions

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 2 (1d4) piercing damage. Duvessa carries only one dagger.
 

Reactions

Parry. Duvessa adds 2 to her AC against on melee attack that would hit him. To do so, Duvessa must see the attacker and be wielding a melee weapon.
Source storm kings thunder

Eagle

Small beast, unaligned
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 3 (1d6)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
15 (+2)
10 (0)
2 (-4)
14 (+2)
7 (-2)

Passive Perception: 14
Skills: Perception +4
Image

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
 

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Source monster manual

Earth Elemental

Large elemental, neutral
Challenge 5 (1,800 XP)

Armor Class: 17 (natural armor)
Hit Points: 126 (12d10+60)
Speed: 30 ft., burrow 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
8 (-1)
20 (+5)
5 (-3)
10 (0)
5 (-3)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: thunder
Damage Immunities: poison
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., tremorsense 60 ft.
Languages: Terran
Image

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
 

Actions

Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Source monster manual

Earth Elemental Myrmidon

Medium elemental, neutral
Challenge 7 (2,900 XP)

Armor Class: 18 (plate)
Hit Points: 127 (17d8+51)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
17 (+3)
8 (-1)
10 (0)
10 (0)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: paralyzed, petrified, poisoned, prone
Senses: darkvision 60 ft.
Languages: Terran, one language of its creator's choice
Image

Magic Weapons. The myrmidon's weapon attacks are magical.
 

Actions

Multiattack. The myrmidon makes two maul attacks.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Thunderous Strike (Recharge 6). The myrmidon makes one maul attack. If the attack hits, it deals an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Source elemental evil

Efreeti

Large elemental, lawful evil
Challenge 11 (7,200 XP)

Armor Class: 17 (natural armor)
Hit Points: 200 (16d10+112)
Speed: 40 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
12 (+1)
24 (+7)
16 (+3)
15 (+2)
16 (+3)

Passive Perception: 12
Saving Throws: Int +7, Wis +6, Cha +7
Damage Immunities: fire
Senses: darkvision 120 ft.
Languages: Ignan
Image

Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting. The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic
3/day: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.
Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
Wishes.
The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.
To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.
 

Actions

Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
Source monster manual

Elder Brain

Large aberration, lawful evil
Challenge 14 (11,500 XP)

Armor Class: 10
Hit Points: 210 (20d10+100)
Speed: 5ft., swim 10 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (0)
20 (+5)
21 (+5)
19 (+4)
24 (+7)

Passive Perception: 14
Saving Throws: Int +10, Wis +9, Cha +12
Skills: Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
Senses: blindsight 120 ft.
Languages: understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles
Image

Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one's intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can’t be perceived in this manner.
Innate Spellcasting (Psionics). The elder brain’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)
Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead.
Magic Resistance. The elder brain has advantage on saving throws against spells and other magical effects.
Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.
 

Actions

Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8+2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5-6). The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psychic Link. The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.
Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
 

Legendary Actions

Legendary Actions (3/Turn). The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
Tentacle. The elder brain makes a tentacle attack.
Break Concentration. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.
Psychic Pulse. The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.
Sever Psychic Link. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.
Source Volo's Guide

Elephant

Huge beast, unaligned
Challenge 4 (1,100 XP)

Armor Class: 12 (natural armor)
Hit Points: 76 (8d12+24)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (-1)
17 (+3)
3 (-4)
11 (0)
6 (-2)

Passive Perception: 10
Image

Trampling Charge. If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.
 

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Source monster manual

Elizar Dryflagon

Medium humanoid (human), neutral evil
Challenge 5 (1,800 XP)

Armor Class: 14 (hide)
Hit Points: 71 (11d8+22)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
14 (+2)
11 (0)
18 (+4)
10 (0)

Passive Perception: 14
Skills: Arcana +3, Deception +3
Languages: Common, Druidic
Image

Spellcasting. Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared:

• Cantrips (at will): druidcraft, guidance, poison spray, produce flame
• 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave
• 2nd level (3 slots): flame blade, spike growth
• 3rd level (3 slots): dispel magic, stinking cloud
• 4th level (2 slots): blight, wall of fire
Summon Mephits (Recharges after a Long Rest). By puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephits.
 

Actions

Dagger +1. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Source elemental evil

Elk

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 13 (2d10+2)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (0)
12 (+1)
2 (-4)
10 (0)
6 (-2)

Passive Perception: 10
Image

Charge. If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
 

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
Source monster manual

Empyrean

Huge celestial (titan), chaotic good (75%) or neutral evil (25%)
Challenge 23 (50,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 313 (19d12+190)
Speed: 50 ft., fly 50 ft., swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
21 (+5)
30 (+10)
21 (+5)
22 (+6)
27 (+8)

Passive Perception: 16
Saving Throws: Str +17, Int +12, Wis +13, Cha +15
Skills: Insight +13, Persuasion +15
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons
Senses: truesight 120 ft.
Languages: all
Image

Innate Spellcasting. The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: greater restoration, pass without trace, water breathing, water walk
1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)
Legendary Resistance (3/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has advantage on saving throws against spells and other magical effects.
Magic Weapons. The empyrean's weapon attacks are magical.
 

Actions

Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn.
Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.
 

Legendary Actions

Attack. The empyrean makes one attack.
Bolster. The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn.
Trembling Strike (Costs 2 Actions). The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.
Source monster manual

Enchanter

Medium humanoid (any race), any alignment
Challenge 5 (1,800 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 40 (9d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
11 (0)
17 (+3)
12 (+1)
11 (0)

Passive Perception: 11
Saving Throws: Int +6, Wis +4
Skills: Arcana +6, History +6
Languages: any four languages
Image

Spellcasting. The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:

Cantrips (at will): friends, mage hand, mending, message

1st level (4 slots): charm person*, mage armor, magic missile

2nd level (3 slots): hold person*, invisibility, suggestion*

3rd level (3 slots): fireball, haste, tongues

4th level (3 slots): dominate beast*, stoneskin

5th level (2 slots): hold monster*

*Enchantment spell of 1st level or higher
 

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
 

Reactions

Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher). The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.
Source Volo's Guide

Erinyes

Medium fiend (devil), lawful evil
Challenge 12 (8,400 XP)

Armor Class: 18 (plate)
Hit Points: 153 (18d8+72)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
18 (+4)
14 (+2)
14 (+2)
18 (+4)

Passive Perception: 12
Saving Throws: Dex +7, Con +8, Wis +6, Cha +8
Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: truesight 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The erinyes makes three attacks
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Variant: Rope of Entanglement. Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.
 

Reactions

Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.
Source monster manual

Eternal Flame Guardian

Medium humanoid (human), chaotic evil
Challenge 2 (450 XP)

Armor Class: 17 (breastplate, shield; 15 while using a crossbow)
Hit Points: 45 (7d8+14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
13 (+1)
14 (+2)
8 (-1)
11 (0)
13 (+1)

Passive Perception: 12
Skills: Intimidation +3, Perception +2
Damage Resistances: fire
Languages: Common
Image

Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard's next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.
 

Actions

Multiattack. The guard makes two melee attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Source elemental evil

Eternal Flame Priest

Medium humanoid (human), neutral evil
Challenge 3 (700 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 52 (8d8+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
14 (+2)
10 (0)
11 (0)
16 (+3)

Passive Perception: 10
Skills: Deception +5, Intimidation +5, Religion +2
Damage Resistances: fire
Languages: Common, Ignan
Image

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

• Cantrips (at will): control flames, create bonfire, fire bolt, light, minor illusion
• 1st level (4 slots): burning hands, expeditious retreat, mage armor
• 2nd level (3 slots): blur, scorching ray
• 3rd level (2 slots): fireball
 

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source elemental evil

Ettercap

Medium monstrosity, neutral evil
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 44 (8d8+8)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
15 (+2)
13 (+1)
7 (-2)
12 (+1)
8 (-1)

Passive Perception: 13
Skills: Perception +3, Stealth +4, Survival +3
Senses: darkvision 60 ft.
Image

Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
Web Walker. The ettercap ignores movement restrictions caused by webbing.
 

Actions

Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.
Variant: Web Garrote. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.
Source monster manual

Ettin

Large giant, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 12 (natural armor)
Hit Points: 85 (10d10+30)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
8 (-1)
17 (+3)
6 (-2)
10 (0)
8 (-1)

Passive Perception: 14
Skills: Perception +4
Senses: darkvision 60 ft.
Languages: Giant, Orc
Image

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the ettin's heads is asleep, its other head is awake.
 

Actions

Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Source monster manual

Evil Mage

Medium humanoid (human), lawful evil
Challenge 1 (200 XP)

Armor Class: 12
Hit Points: 22 (5d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
11 (0)
17 (+3)
12 (+1)
11 (0)

Passive Perception: 11
Saving Throws: Int +5, Wis +3
Skills: Arcana +5, History +5
Languages: Common, Draconic, Dwarvish, Elvish
Image

Spellcasting. The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:

• Cantrips (at will): light, mage hand, shocking grasp
• 1st Level (4 slots): charm person, magic missile
• 2nd Level (3 slots): hold person, misty step
 

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8-1) bludgeoning damage.
Source lost mine of phandelver

Evoker

Medium humanoid (any race), Volo's Guide, any alignment
Challenge 9 (5,000 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 66 (12d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
12 (+1)
17 (+3)
12 (+1)
11 (0)

Passive Perception: 11
Saving Throws: Int +7, Wis +5
Skills: Arcana +7, History +7
Languages: any four languages
Image

Spellcasting. The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:

Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost*

1st level (4 slots): burning hands*, mage armor, magic missile*

2nd level (3 slots): mirror image, misty step, shatter*

3rd level (3 slots): counterspell, fireball*, lightning bolt*

4th level (3 slots): ice storm*, stoneskin

5th level (2 slots): Bigby’s hand*, cone of cold*

6th level (1 slot): chain lightning*, wall of ice*

*Evocation spell
Sculpt Spells. When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1+the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.
 

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
Source Volo's Guide

Ezmerelda d'Avenir

Medium humanoid (human), chaotic good
Challenge 8 (3,900 XP)

Armor Class: 17 (studded leather armor +1)
Hit Points: 82 (11d8+33)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
19 (+4)
16 (+3)
16 (+3)
11 (0)
17 (+3)

Passive Perception: 16
Saving Throws: Wis +3
Skills: Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival +6
Languages: Common, Elvish
Image

Special Equipment. In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.
Spellcasting. Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared:

• Cantrips (at will): fire bolt, light, mage hand, prestidigitation

•1st level (4 slots): protection from good and evil, magic missile, shield

•2nd level (3 slots): darkvision, knock, mirror image

•3rd level (3 slots): clairvoyance, lightning bolt, magic circle

•4th level (1 slot): greater invisibility
 

Actions

Multiattack. Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword.
Rapier +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
Handaxe +1. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6+3) slashing damage.
Silvered Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Curse (Recharges after a Long Rest). Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage.
Evil Eye (Recharges after a Short or Long Rest). Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.
Source curse of strahd

Faerie Dragon (Blue)

Tiny dragon, chaotic good
Challenge 2 (450 XP)

Armor Class: 15
Hit Points: 14 (4d4+4)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
20 (+5)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 13
Skills: Arcana +4, Perception +3, Stealth +7
Senses: darkvision 60 ft.
Languages: Draconic, Sylvan
Image

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more
A green or older faerie dragon's CR increases to 2.
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The faerie dragon has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Source monster manual

Faerie Dragon (Green)

Tiny dragon, chaotic good
Challenge 2 (450 XP)

Armor Class: 15
Hit Points: 14 (4d4+4)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
20 (+5)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 13
Skills: Arcana +4, Perception +3, Stealth +7
Senses: darkvision 60 ft.
Languages: Draconic, Sylvan
Image

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more
A green or older faerie dragon's CR increases to 2.
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The faerie dragon has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Source monster manual

Faerie Dragon (Indigo)

Tiny dragon, chaotic good
Challenge 2 (450 XP)

Armor Class: 15
Hit Points: 14 (4d4+4)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
20 (+5)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 13
Skills: Arcana +4, Perception +3, Stealth +7
Senses: darkvision 60 ft.
Languages: Draconic, Sylvan
Image

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more
A green or older faerie dragon's CR increases to 2.
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The faerie dragon has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Source monster manual

Faerie Dragon (Orange)

Tiny dragon, chaotic good
Challenge 1 (200 XP)

Armor Class: 15
Hit Points: 14 (4d4+4)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
20 (+5)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 13
Skills: Arcana +4, Perception +3, Stealth +7
Senses: darkvision 60 ft.
Languages: Draconic, Sylvan
Image

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more
A green or older faerie dragon's CR increases to 2.
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The faerie dragon has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each:color spray, dancing lights, mage hand, minor illusion
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Source monster manual

Faerie Dragon (Red)

Tiny dragon, chaotic good
Challenge 1 (200 XP)

Armor Class: 15
Hit Points: 14 (4d4+4)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
20 (+5)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 13
Skills: Arcana +4, Perception +3, Stealth +7
Senses: darkvision 60 ft.
Languages: Draconic, Sylvan
Image

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more
A green or older faerie dragon's CR increases to 2.
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The faerie dragon has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: dancing lights, mage hand, minor illusion
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Source monster manual

Faerie Dragon (Violet)

Tiny dragon, chaotic good
Challenge 2 (450 XP)

Armor Class: 15
Hit Points: 14 (4d4+4)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
20 (+5)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 13
Skills: Arcana +4, Perception +3, Stealth +7
Senses: darkvision 60 ft.
Languages: Draconic, Sylvan
Image

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more
A green or older faerie dragon's CR increases to 2.
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The faerie dragon has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Source monster manual

Faerie Dragon (Yellow)

Tiny dragon, chaotic good
Challenge 1 (200 XP)

Armor Class: 15
Hit Points: 14 (4d4+4)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
20 (+5)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 13
Skills: Arcana +4, Perception +3, Stealth +7
Senses: darkvision 60 ft.
Languages: Draconic, Sylvan
Image

The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more
A green or older faerie dragon's CR increases to 2.
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The faerie dragon has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Euphoria Breath (Recharge 5-6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Source monster manual

Fathomer

Medium humanoid (human), neutral evil
Challenge 2 (450 XP)

Armor Class: 10 (13 with mage armor)
Hit Points: 52 (8d8+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
11 (0)
14 (+2)
11 (0)
11 (0)
15 (+2)

Passive Perception: 14
Skills: Arcana +2, Perception +4, Stealth +4
Languages: Aquan, Common
Image

Shapechanger (2/day). The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form.
While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing.
Olhydra's Armor (Human Form Only). The fathomer can cast mage armor at will, without expending material components.
Spellcasting (Human Form Only). The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells:

• Cantrips (at will): chill touch, eldritch blast, mage hand
• 1st level: armor of Agathys, expeditious retreat, hex
• 2nd level: invisibility
• 3rd level: Vampiric touch
 

Actions

Constrict (Serpent Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the fathomer can't constrict another target.
Dagger (Human Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source elemental evil

Feathergale Knight

Medium humanoid (human), lawful evil
Challenge 1 (200 XP)

Armor Class: 16 (scale)
Hit Points: 33 (6d8+6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
12 (+1)
11 (0)
10 (0)
14 (+2)

Passive Perception: 10
Skills: Animal Handling +2, History +2
Languages: Auran, Common
Image

Spellcasting. The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell:
• Cantrips (at will): gust, light, message, ray of frost
• 1st level (2 slots): expeditious retreat, feather fall
 

Actions

Multiattack. The knight makes two melee attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Source elemental evil

Female Steeder

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 14 (natural armor)
Hit Points: 30 (4d10+8)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
14 (+2)
2 (-4)
10 (0)
3 (-4)

Passive Perception: 10
Skills: Stealth +7
Senses: darkvision 120 ft.
Languages: -
Image

Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Leap. The steeder can expend all its movement on its turn to jump up to 90 feet vertically or horizontally, provided that is speed is at least 30 feet.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
Sticky Leg (Recharges when the Steeder Has No Creatures Grappled. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck ot the steeder's leg and grappled until it escapes (escape DC 12)
Source out of the abyss

Fire Elemental

Large elemental, neutral
Challenge 5 (1,800 XP)

Armor Class: 13
Hit Points: 102 (12d10+36)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
17 (+3)
16 (+3)
6 (-2)
10 (0)
7 (-2)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire, poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft.
Languages: Ignan
Image

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
 

Actions

Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Source monster manual

Fire Elemental Myrmidon

Medium elemental, neutral
Challenge 7 (2,900 XP)

Armor Class: 18 (plate)
Hit Points: 117 (18d8+36)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
18 (+4)
15 (+2)
9 (-1)
10 (0)
10 (0)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire, poison
Condition Immunities: paralyzed, petrified, poisoned, prone
Senses: darkvision 60 ft.
Languages: Ignan, one language of its creator's choice
Image

Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Magic Weapons. The myrmidon's weapon attacks are magical.
Water Susceptibility. For every 5 feet the myrmidon moves in water, it takes 2 (1d4) cold damage.
 

Actions

Multiattack. The myrmidon makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.
Source elemental evil

Fire Giant

Huge giant, lawful evil
Challenge 9 (5,000 XP)

Armor Class: 18 (plate)
Hit Points: 162 (13d12+78)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)
9 (-1)
23 (+6)
10 (0)
14 (+2)
13 (+1)

Passive Perception: 16
Saving Throws: Dex +3, Con +10, Cha +5
Skills: Athletics +11, Perception +6
Damage Immunities: fire
Languages: Giant
Image

 

Actions

Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Source monster manual

Fire Giant Dreadnought

Huge giant (fire giant), lawful evil
Challenge 14 (11,500 XP)

Armor Class: 21 (plate, shields)
Hit Points: 187 (15d12+90)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
9 (-1)
23 (+6)
8 (-1)
10 (0)
11 (0)

Passive Perception: 15
Saving Throws: Dex +4, Con +11, Cha +5
Skills: Athletics +13, Perception +5
Damage Immunities: fire
Languages: Giant
Image

Dual Shields. The giant carries two shields, each of which is accounted for in the giant’s AC. The giant must stow or drop one of its shields to hurl rocks.
 

Actions

Multiattack. The giant makes two fireshield attacks.
Fireshield. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.
Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft, one target. Hit: 30 (4d10+8) bludgeoning damage.
Shield Charge. The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6+8) bludgeoning damage, or 29 (6d6+8) bludgeoning damage if it was already prone.
Source Volo's Guide

Fire Snake

Medium elemental, neutral evil
Challenge 1 (200 XP)

Armor Class: 14 (natural armor)
Hit Points: 22 (5d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
14 (+2)
11 (0)
7 (-2)
10 (0)
8 (-1)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: cold
Damage Immunities: fire
Senses: darkvision 60 ft.
Languages: understands Ignan but can't speak
Image

Heated Body. A creature that touches the snake or hits it with a melee attack while within 5 ft. of it takes 3 (1d6) fire damage.
 

Actions

Multiattack. The snake makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage.
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.
Source monster manual

Firenewt Warlock of Imix

Medium humanoid (firenewt), neutral evil
Challenge 1 (200 XP)

Armor Class: 10 (13 with mage armor)
Hit Points: 33 (6d8+6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
11 (0)
12 (+1)
9 (-1)
11 (0)
14 (+2)

Passive Perception: 10
Damage Immunities: fire
Senses: darkvision 120 ft. (penetrates magical darkness)
Languages: Draconic, Ignan
Image

Amphibious. The firenewt can breathe air and water.
Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.
Spellcasting. The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation

1st-2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray
Imix's Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
 

Actions

Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.
Source Volo's Guide

Firenewt Warrior

Medium humanoid (firenewt), neutral evil
Challenge 1/2 (100 XP)

Armor Class: 16 (chain shirt, shield)
Hit Points: 22 (4d8+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
13 (+1)
12 (+1)
7 (-2)
11 (0)
8 (-1)

Passive Perception: 10
Damage Immunities: fire
Languages: Draconic, Ignan
Image

Amphibious. The firenewt can breathe air and water.
 

Actions

Multiattack. The firenewt makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 4 (1d6+1) slashing damage.
Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one
Source Volo's Guide

Flail Snail

Large elemental, Volo's Guide, unaligned
Challenge 3 (700 XP)

Armor Class: 16 (natural armor)
Hit Points: 52 (5d10+25)
Speed: 10 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
5 (-3)
20 (+5)
3 (-4)
10 (0)
5 (-3)

Passive Perception: 10
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., tremorsense 60 ft.
Image

Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:

1-2: If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

3-4: No additional effect.

5-6: The snail’s shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.
Flail Tentacles. The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.
 

Actions

Multiattack. The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target.
Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Scintillating Shell (Recharges after a Short or Long Rest). The snail's shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.
Shell Defense. The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.
Source Volo's Guide

Flameskull

Tiny undead, neutral evil
Challenge 4 (1,100 XP)

Armor Class: 13
Hit Points: 40 (9d4+18)
Speed: 0 ft., fly 40 ft. It can hover.

STR
DEX
CON
INT
WIS
CHA
1 (-5)
17 (+3)
14 (+2)
16 (+3)
10 (0)
11 (0)

Passive Perception: 12
Skills: Arcana +5, Perception +2
Damage Resistances: lightning, necrotic, piercing
Damage Immunities: cold, fire, poison
Condition Immunities: charmed, frightened, paralyzed, poisoned, prone
Senses: darkvision 60 ft.
Languages: Common
Image

Illumination. The flameskull sheds either dim light in a 15- foot radius, or bright light in a 15-foot radius and dim light for an additional 15 ft.. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.
Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:

• Cantrips (at will): mage hand
• 1st level (3 slots): magic missile, shield
• 2nd level (2 slots): blur, flaming sphere
• 3rd level (1 slot): fireball
 

Actions

Multiattack. The flameskull uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
Source monster manual

Flamewrath

Medium humanoid (human), chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 105 (14d8+42)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
16 (+3)
11 (0)
10 (0)
16 (+3)

Passive Perception: 10
Skills: Arcana +3, Religion +3
Damage Immunities: fire
Languages: Common, Ignan
Image

Spellcasting. The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells:

• Cantrips (at will): control flames, fire bolt, friends, light, minor illusion
• 1st level (4 slots): burning hands, color spray, mage armor
• 2nd level (3 slots): scorching ray, suggestion
• 3rd level (3 slots): fireball, hypnotic pattern
• 4th level (1 slot): fire shield (see Wreathed in Flame)
Wreathed in Flame. For the flamewrath, the warm version of the fire shield spell has a duration of "until dispelled." The fire shield burns for 10 minutes after the flamewrath dies, consuming its body.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source elemental evil

Flesh Golem

Medium construct, neutral
Challenge 5 (1,800 XP)

Armor Class: 9
Hit Points: 93 (11d8+44)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
9 (-1)
18 (+4)
6 (-2)
10 (0)
5 (-3)

Passive Perception: 10
Damage Immunities: lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: understands the languages of its creator but can't speak
Image

Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
 

Actions

Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Source monster manual

Flind

Medium humanoid (gnoll), chaotic evil
Challenge 9 (5,000 XP)

Armor Class: 16 (chain mail)
Hit Points: 127 (15d8+60)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (0)
19 (+4)
11 (0)
13 (+1)
12 (+1)

Passive Perception: 15
Saving Throws: Con +8, Wis +5
Skills: Intimidation +5, Perception +5
Senses: darkvision 60 ft.
Languages: Abyssal, Gnoll
Image

Aura of Blood Thirst. If the flind isn’t incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.
 

Actions

Multiattack. The flind makes three attacks: one with each of its different flail attacks or three with its longbow.
Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.
Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 it, one target. Hit: 10 (1d10+5) bludgeoning damage plus 22 (4d10) psychic damage.
Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Source Volo's Guide

Flumph

Small aberration, lawful good
Challenge 1/8 (25 XP)

Armor Class: 12
Hit Points: 7 (2d6)
Speed: 5 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
15 (+2)
10 (0)
14 (+2)
14 (+2)
11 (0)

Passive Perception: 12
Skills: Arcana +4, History +4, Religion +4
Damage Vulnerabilities: psychic
Senses: darkvision 60 ft.
Languages: understands Undercommon but can't speak, telepathy 60 ft.
Image

Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.
Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
 

Actions

Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Source monster manual

Flying Snake

Tiny beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 14
Hit Points: 5 (2d4)
Speed: 30 ft., fly 60 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
18 (+4)
11 (0)
2 (-4)
12 (+1)
5 (-3)

Passive Perception: 11
Senses: blindsight 10 ft.
Image

Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.
Source monster manual

Flying Sword

Small construct, unaligned
Challenge 1/4 (50 XP)

Armor Class: 17 (natural armor)
Hit Points: 17 (5d6)
Speed: 0 ft., fly 50 ft. It can hover.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
11 (0)
1 (-5)
5 (-3)
1 (-5)

Passive Perception: 7
Saving Throws: Dex +4
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius)
Image

Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
 

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Source monster manual

Fomorian

Huge giant, chaotic evil
Challenge 8 (3,900 XP)

Armor Class: 14 (natural armor)
Hit Points: 149 (13d12+65)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
10 (0)
20 (+5)
9 (-1)
14 (+2)
6 (-2)

Passive Perception: 18
Skills: Perception +8, Stealth +3
Senses: darkvision 120 ft.
Languages: Giant, Undercommon
Image

 

Actions

Multiattack. The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Evil Eye. The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.
Curse of the Evil Eye (Recharges after a Short or Long Rest). With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.
The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.
Source monster manual

Fraz-Urb'luu

Large fiend (demon), chaotic evil
Challenge 23 (50,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 350 (28d10+196)
Speed: 40 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
12 (+1)
25 (+7)
26 (+8)
24 (+7)
26 (+8)

Passive Perception: 24
Saving Throws: Dex +8, Con +15, Int +15, Wis +14
Skills: Deception +15, Perception +14, Stealth +8
Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Innate Spellcasting. Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasamal force
3/day each: confusion, dream, mislead, programmed illusion, seeming
1/day each: mirage arcane, modify memory, project image
Legendary Resistance (3/Day). If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.
Magic Resistance. Fraz-Urb'luu has advantage on saving throws against spell and other magic effects.
Magic Weapon. Fraz-Urb'luu's weapon attacks are magical.
Undetectable. Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.
 

Actions

Multiattack. Fraz-Urb'luu makes three attacks: one with his bite and two with his fists.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) piercing damage.
Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.
 

Legendary Actions

Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creautre's turn. Fraz-Urb'luu regains spent legendary actions at the start of his turn.
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time.
Phantasmal Killer (Costs 2 Actions). Fraz-Urb'luu casts phantasmal killer, no concentration required.
Source out of the abyss

Frog

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 11
Hit Points: 1 (1d4-1)
Speed: 20 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
1 (-5)
13 (+1)
8 (-1)
1 (-5)
8 (-1)
3 (-4)

Passive Perception: 11
Skills: Perception +1, Stealth +3
Senses: darkvision 30 ft.
Image

Amphibious. The frog can breathe air and water
Standing Leap. The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.
Source monster manual

Froghemoth

Huge monstrosity, unaligned
Challenge 10 (5,900 XP)

Armor Class: 14 (natural armor)
Hit Points: 184 (16d12+80)
Speed: 50 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
13 (+1)
20 (+5)
2 (-4)
12 (+1)
5 (-3)

Passive Perception: 19
Saving Throws: Con +9, Wis +5
Skills: Perception +9, Stealth +5
Damage Resistances: fire, lightning
Senses: darkvision 60 ft.
Image

Amphibious. The froghemoth can breathe air and water.
Shock Suscptibility. If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
 

Actions

Multiattack. The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.
Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 22 (3d10+6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns.
The froghemoth’s gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tongue. The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.
Source Volo's Guide

Frost Giant

Huge giant, neutral evil
Challenge 8 (3,900 XP)

Armor Class: 15 (patchwork armor)
Hit Points: 138 (12d12+60)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
9 (-1)
21 (+5)
9 (-1)
10 (0)
12 (+1)

Passive Perception: 13
Saving Throws: Con +8, Wis +3, Cha +4
Skills: Athletics +9, Perception +3
Damage Immunities: cold
Languages: Giant
Image

 

Actions

Weighted Net. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Source monster manual

Frost Giant Everlasting One

Huge giant (frost giant), chaotic evil
Challenge 12 (8,400 XP)

Armor Class: 15 (patchwork armor)
Hit Points: 189 (14d12+98)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)
9 (-1)
24 (+7)
9 (-1)
10 (0)
12 (+1)

Passive Perception: 14
Saving Throws: Str +11, Con +11, Wis +4
Skills: Athletics +11, Perception +4
Damage Immunities: cold
Senses: darkvision 60 ft.
Languages: Giant
Image

Extra Heads. The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Vaprak's Rage (Recharges on a Short or Long Rest). As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:

- The giant has advantage on Strength checks and Strength saving throws

- When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.

- The giant has resistance to bludgeoning, piercing, and slashing damage.
 

Actions

Multiattack. The giant makes two attacks with its greataxe.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12+7) slashing damage, or 30 (3d12+11) slashing damage while raging.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.
Source Volo's Guide

Frulam Mondath

Medium humanoid (human), lawful evil
Challenge 2 (450 XP)

Armor Class: 16 (chain mail)
Hit Points: 44 (8d8+8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
10 (0)
13 (+1)
11 (0)
18 (+4)
15 (+2)

Passive Perception: 14
Saving Throws: Wis +6, Cha +4
Skills: Deception +4, History +2, Religion +2
Languages: Common, Draconic, Infernal
Image

Spellcasting. Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:

• Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (4 slots): command, cure wounds, healing word, sanctuary
• 2nd level (3 slots): calm emotions, hold person, spiritual weapon
• 3rd level (2 slots): mass healing word, spirit guardians
 

Actions

Multiattack. Frulam attacks twice with her halberd.
Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.
Source tyranny of dragons

Galeb Duhr

Medium elemental, neutral
Challenge 6 (2,300 XP)

Armor Class: 16 (natural armor)
Hit Points: 85 (9d8+45)
Speed: 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)

STR
DEX
CON
INT
WIS
CHA
20 (+5)
14 (+2)
20 (+5)
11 (0)
12 (+1)
11 (0)

Passive Perception: 11
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, paralyzed, poisoned, petrified
Senses: darkvision 60 ft., tremorsense 60 ft.
Languages: Terran
Image

False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 ft. straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
 

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Animate Boulders (1/Day). The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell) .
Source monster manual

Gar Shatterkeel

Medium humanoid (human), neutral evil
Challenge 9 (5,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 30 (15d8+45)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
15 (+2)
16 (+3)
12 (+1)
18 (+4)
13 (+1)

Passive Perception: 14
Skills: Nature +8, Survival +8
Damage Resistances: cold
Languages: Aquan, Common
Image

Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared:

• Cantrips (at will): mending, resistance, shape water

• 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave
• 2nd level (3 slots): darkvision, hold person, protection from poison
• 3rd level (3 slots): call lightning, sleet storm, tidal wave
• 4th level (3 slots): control water, ice storm
• 5th level (1 slot): scrying
Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind.
 

Actions

Multiattack. Gar makes two melee attacks, one with his claw and one with Drown.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can't attack other creatures with his claw.
Drown. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) cold damage.
Source elemental evil

Gargoyle

Medium elemental, chaotic evil
Challenge 2 (450 XP)

Armor Class: 15 (natural armor)
Hit Points: 52 (7d8+21)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (0)
16 (+3)
6 (-2)
11 (0)
7 (-2)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Damage Immunities: poison
Condition Immunities: exhaustion, petrified, poisoned
Senses: darkvision 60 ft.
Languages: Terran
Image

False Appearance. While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.
 

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Source monster manual

Gas Spore

Large plant, unaligned
Challenge 1/2 (100 XP)

Armor Class: 5
Hit Points: 1 (1d10-4)
Speed: 0 ft., fly 10 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
5 (-3)
1 (-5)
3 (-4)
1 (-5)
1 (-5)
1 (-5)

Passive Perception: 5
Damage Immunities: poison
Condition Immunities: blinded, deafened, frightened, paralyzed, poisoned, prone
Senses: blindsight 30 ft. (blind beyond this radius)
Image

Death Burst. The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.
Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12+the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.
Eerie Resemblance. The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check.
 

Actions

Touch. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.
Source monster manual

Gauth

Medium aberration, lawful evil
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 67 (9d8+27)
Speed: 0 ft., fly 20 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
16 (+3)
15 (+2)
15 (+2)
13 (+1)

Passive Perception: 15
Saving Throws: Int +5, Wis +5, Cha +4
Skills: Perception +5
Condition Immunities: prone
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon
Image

Stunning Gaze. When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.
Death Throes. When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.
 

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.
Eye Rays. The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.

2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.

4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.

5. Paralyzing Ray: The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6. Sleep Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Source Volo's Guide

Gazer

Tiny aberration, neutral evil
Challenge 1/2 (100 XP)

Armor Class: 13
Hit Points: 13 (3d4+6)
Speed: 0 ft., fly 30 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
3 (-4)
17 (+3)
14 (+2)
3 (-4)
10 (0)
7 (-2)

Passive Perception: 14
Saving Throws: Wis +2
Skills: Perception +4, Stealth +2
Condition Immunities: prone
Senses: darkvision 60 ft.
Image

Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:

7. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.

2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.

3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.

4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.
If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
Source Volo's Guide

Gelatinous Cube

Large ooze, unaligned
Challenge 2 (450 XP)

Armor Class: 6
Hit Points: 84 (8d10+40)
Speed: 15 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
3 (-4)
20 (+5)
1 (-5)
6 (-2)
1 (-5)

Passive Perception: 8
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
Senses: blindsight 60 ft. (blind beyond this radius)
Image

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
 

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Source monster manual

Ghald

Large humanoid (sahuagin), lawful evil
Challenge 7 (2,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 102 (12d10+36)
Speed: 30 ft., swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
17 (+3)
16 (+3)
14 (+2)
13 (+1)
17 (+3)

Passive Perception: 17
Saving Throws: Dex +6, Con +6, Int +5, Wis +4
Skills: Insight +4, Perception +7
Senses: darkvision 120 ft.
Languages: Common, Sahuagin
Image

Assassinate. During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a surprised creature is a critical hit.
Limited Amphibiousness. Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. Ghald can magically command any shark within 120 feet of him, using a limited telepathy.
Sneak Attack. Ghald deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ghald's that isn't incapacitated and Ghald doesn't have disadvantage on the attack roll.
 

Actions

Multiattack. Ghald makes three attacks, one with his bite and two with his shortswords.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Garrote. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. Hit: 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target can't breathe, and Ghald has advantage on attack rolls against it.
Source elemental evil

Ghast

Medium undead, chaotic evil
Challenge 2 (450 XP)

Armor Class: 13
Hit Points: 36 (8d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
10 (0)
11 (0)
10 (0)
8 (-1)

Passive Perception: 10
Damage Immunities: necrotic
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Common
Image

Stench. Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
Turn Defiance. The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source monster manual

Ghost

Medium undead, any alignment
Challenge 4 (1,100 XP)

Armor Class: 11
Hit Points: 45 (10d8)
Speed: 0 ft., fly 40 ft. It can hover.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
13 (+1)
10 (0)
10 (0)
12 (+1)
17 (+3)

Passive Perception: 11
Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft.
Languages: any languages it knew in life
Image

Ethereal Sight. The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
 

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 _ 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Source monster manual

Ghoul

Medium undead, chaotic evil
Challenge 1 (200 XP)

Armor Class: 12
Hit Points: 22 (5d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
10 (0)
7 (-2)
10 (0)
6 (-2)

Passive Perception: 10
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Common
Image

 

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source monster manual

Giant Ape

Huge beast, unaligned
Challenge 7 (2,900 XP)

Armor Class: 12
Hit Points: 157 (15d12+60)
Speed: 40 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
14 (+2)
18 (+4)
7 (-2)
12 (+1)
7 (-2)

Passive Perception: 14
Skills: Athletics +9, Perception +4
Image

 

Actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Source monster manual

Giant Badger

Medium beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 13 (2d8+4)
Speed: 30 ft., burrow 10 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
10 (0)
15 (+2)
2 (-4)
12 (+1)
5 (-3)

Passive Perception: 11
Senses: darkvision 30 ft.
Image

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Source monster manual

Giant Bat

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 13
Hit Points: 22 (4d10)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
11 (0)
2 (-4)
12 (+1)
6 (-2)

Passive Perception: 11
Senses: blindsight 60 ft.
Image

Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Source monster manual

Giant Boar

Large beast, unaligned
Challenge 2 (450 XP)

Armor Class: 12 (natural armor)
Hit Points: 42 (5d10+5)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (0)
16 (+3)
2 (-4)
7 (-2)
5 (-3)

Passive Perception: 8
Image

Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
 

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Source monster manual

Giant Centipede

Small beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 13 (natural armor)
Hit Points: 4 (1d6+1)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
5 (-3)
14 (+2)
12 (+1)
1 (-5)
7 (-2)
3 (-4)

Passive Perception: 8
Senses: blindsight 30 ft.
Image

 

Actions

Bite. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Source monster manual

Giant Constrictor Snake

Huge beast, unaligned
Challenge 2 (450 XP)

Armor Class: 12
Hit Points: 60 (8d12+8)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
12 (+1)
1 (-5)
10 (0)
3 (-4)

Passive Perception: 12
Skills: Perception +2
Senses: blindsight 10 ft.
Image

 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Source monster manual

Giant Crab

Medium beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 15 (natural armor)
Hit Points: 13 (3d8)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
11 (0)
1 (-5)
9 (-1)
3 (-4)

Passive Perception: 9
Skills: Stealth +4
Senses: blindsight 30 ft.
Image

Amphibious. The crab can breathe air and water.
 

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Source monster manual

Giant Crocodile

Huge beast, unaligned
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 85 (9d12+27)
Speed: 30 ft., swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
9 (-1)
17 (+3)
2 (-4)
10 (0)
7 (-2)

Passive Perception: 10
Skills: Stealth +5
Image

Hold Breath. The crocodile can hold its breath for 30 minutes.
 

Actions

Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Source monster manual

Giant Eagle

Large beast, neutral good
Challenge 1 (200 XP)

Armor Class: 13
Hit Points: 26 (4d10+4)
Speed: 10 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
13 (+1)
8 (-1)
14 (+2)
10 (0)

Passive Perception: 14
Skills: Perception +4
Languages: Giant Eagle, understands Common and Auran but can't speak
Image

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Source monster manual

Giant Elk

Huge beast, unaligned
Challenge 2 (450 XP)

Armor Class: 15 (natural armor)
Hit Points: 42 (5d12+10)
Speed: 60 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
16 (+3)
14 (+2)
7 (-2)
14 (+2)
10 (0)

Passive Perception: 14
Skills: Perception +4
Languages: Giant Elk, understands Common, Elvish, and Sylvan but can't speak
Image

Charge. If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
 

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Source monster manual

Giant Fire Beetle

Small beast, unaligned
Challenge 0 (10 XP)

Armor Class: 13 (natural armor)
Hit Points: 4 (1d6+1)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
10 (0)
12 (+1)
1 (-5)
7 (-2)
3 (-4)

Passive Perception: 8
Senses: blindsight 30 ft.
Image

Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..
 

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.
Source monster manual

Giant Fly

Large beast, unaligned
Challenge 0 (10 XP)

Armor Class: 11
Hit Points: 19 (3d10+3)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
13 (+1)
13 (+1)
2 (-4)
10 (0)
3 (-4)

Passive Perception: 10
Senses: darkvision 60 ft.
Image

Source monster manual

Giant Frog

Medium beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 11
Hit Points: 18 (4d8)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
13 (+1)
11 (0)
2 (-4)
10 (0)
3 (-4)

Passive Perception: 12
Skills: Perception +2, Stealth +3
Senses: darkvision 30 ft.
Image

Amphibious. The frog can breathe air and water
Standing Leap. The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.
Source monster manual

Giant Goat

Large beast, unaligned
Challenge 1/2 (100 XP)

Armor Class: 11 (natural armor)
Hit Points: 19 (3d10+3)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
11 (0)
12 (+1)
3 (-4)
12 (+1)
6 (-2)

Passive Perception: 11
Image

Charge. If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
 

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Source monster manual

Giant Hyena

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 12
Hit Points: 45 (6d10+12)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
2 (-4)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Image

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Source monster manual

Giant Lizard

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 12 (natural armor)
Hit Points: 19 (3d10+3)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
13 (+1)
2 (-4)
10 (0)
5 (-3)

Passive Perception: 10
Senses: darkvision 30 ft.
Image

Variant: Hold Breath. The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)
Variant: Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Source monster manual

Giant Octopus

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 11
Hit Points: 52 (8d10+8)
Speed: 10 ft., swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
13 (+1)
13 (+1)
4 (-3)
10 (0)
4 (-3)

Passive Perception: 14
Skills: Perception +4, Stealth +5
Senses: darkvision 60 ft.
Image

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
 

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Source monster manual

Giant Owl

Large beast, neutral
Challenge 1/4 (50 XP)

Armor Class: 12
Hit Points: 19 (3d10+3)
Speed: 5 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
12 (+1)
8 (-1)
13 (+1)
10 (0)

Passive Perception: 15
Skills: Perception +5, Stealth +4
Senses: darkvision 120 ft.
Languages: Giant Owl, understands Common, Elvish, and Sylvan but can't speak
Image

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
 

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.
Source monster manual

Giant Poisonous Snake

Medium beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 14
Hit Points: 11 (2d8+2)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
18 (+4)
13 (+1)
2 (-4)
10 (0)
3 (-4)

Passive Perception: 12
Skills: Perception +2
Senses: blindsight 10 ft.
Image

 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Giant Rat

Small beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 12
Hit Points: 7 (2d6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
11 (0)
2 (-4)
10 (0)
4 (-3)

Passive Perception: 10
Senses: darkvision 60 ft.
Image

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source monster manual

Giant Rat (Diseased)

Small beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 12
Hit Points: 7 (2d6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
11 (0)
2 (-4)
10 (0)
4 (-3)

Passive Perception: 10
Senses: darkvision 60 ft.
Image

 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.
Source monster manual

Giant Scorpion

Large beast, unaligned
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 52 (7d10+14)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
13 (+1)
15 (+2)
1 (-5)
9 (-1)
3 (-4)

Passive Perception: 9
Senses: blindsight 60 ft.
Image

 

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Giant Sea Horse

Large beast, unaligned
Challenge 1/2 (100 XP)

Armor Class: 13 (natural armor)
Hit Points: 16 (3d10)
Speed: 0 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
11 (0)
2 (-4)
12 (+1)
5 (-3)

Passive Perception: 11
Image

Charge. If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.
 

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Source monster manual

Giant Shark

Huge beast, unaligned
Challenge 5 (1,800 XP)

Armor Class: 13 (natural armor)
Hit Points: 126 (11d12+55)
Speed: swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
11 (0)
21 (+5)
1 (-5)
10 (0)
5 (-3)

Passive Perception: 13
Skills: Perception +3
Senses: blindsight 60 ft.
Image

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
 

Actions

Bite. Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Source monster manual

Giant Spider

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 14 (natural armor)
Hit Points: 26 (4d10+4)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
12 (+1)
2 (-4)
11 (0)
4 (-3)

Passive Perception: 10
Skills: Stealth +7
Senses: blindsight 10 ft., darkvision 60 ft.
Image

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Source monster manual

Giant Strider

Large monstrosity, neutral evil
Challenge 1 (200 XP)

Armor Class: 14 (natural armor)
Hit Points: 22 (3d10+6)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
14 (+2)
4 (-3)
12 (+1)
6 (-2)

Passive Perception: 11
Damage Immunities: fire
Image

Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Fire Burst (Recharges 5-6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.
Source Volo's Guide

Giant Toad

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 11
Hit Points: 39 (6d10+6)
Speed: 20 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
13 (+1)
13 (+1)
2 (-4)
10 (0)
3 (-4)

Passive Perception: 10
Senses: darkvision 30 ft.
Image

Amphibious. The toad can breathe air and water
Standing Leap. The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Source monster manual

Giant Vulture

Large beast, neutral evil
Challenge 1 (200 XP)

Armor Class: 10
Hit Points: 22 (3d10+6)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (0)
15 (+2)
6 (-2)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Languages: understands Common but can't speak
Image

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Source monster manual

Giant Wasp

Medium beast, unaligned
Challenge 1/2 (100 XP)

Armor Class: 12
Hit Points: 13 (3d8)
Speed: 10 ft., fly 50 ft., swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
10 (0)
1 (-5)
10 (0)
3 (-4)

Passive Perception: 10
Image

 

Actions

Sting. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Source monster manual

Giant Weasel

Medium beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 13
Hit Points: 9 (2d8)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
10 (0)
4 (-3)
12 (+1)
5 (-3)

Passive Perception: 13
Skills: Perception +3, Stealth +5
Senses: darkvision 60 ft.
Image

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 

Actions

Bite. Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Source monster manual

Giant Wolf Spider

Medium beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 13
Hit Points: 11 (2d8+2)
Speed: 40 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
13 (+1)
3 (-4)
12 (+1)
4 (-3)

Passive Perception: 13
Skills: Perception +3, Stealth +7
Senses: blindsight 10 ft., darkvision 60 ft.
Image

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
 

Actions

Bite. Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Source monster manual

Gibbering Mouther

Medium aberration, neutral
Challenge 2 (450 XP)

Armor Class: 9
Hit Points: 67 (9d8+27)
Speed: 10 ft., swim 10 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
8 (-1)
16 (+3)
3 (-4)
10 (0)
6 (-2)

Passive Perception: 10
Condition Immunities: prone
Senses: darkvision 60 ft.
Image

Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
 

Actions

Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.
Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.
Source monster manual

Girallon

Large monstrosity, unaligned
Challenge 4 (1,100 XP)

Armor Class: 13
Hit Points: 59 (7d10+21)
Speed: 40 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
16 (+3)
5 (-3)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3, Stealth +5
Senses: darkvision 60 ft.
Image

Source. Volo's Guide to Monsters, p. 152
Aggressive. As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
 

Actions

Multiattack. The girallon makes five attacks: one with its bite and four with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 7 (1d6+4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit. reach 10 ft., one target. Hit: 7 (1d6+4) slashing damage.
Source Volo's Guide

Githyanki Knight

Medium humanoid (gith), lawful evil
Challenge 8 (3,900 XP)

Armor Class: 18 (plate)
Hit Points: 91 (14d8+28)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
15 (+2)
14 (+2)
14 (+2)
15 (+2)

Passive Perception: 12
Saving Throws: Con +5, Int +5, Wis +5
Languages: Gith
Image

Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only), tongues
1/day each: plane shift, telekinesis
 

Actions

Multiattack. The githyanki makes two silver greatsword attacks.
Silver Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Source monster manual

Githyanki Warrior

Medium humanoid (gith), lawful evil
Challenge 3 (700 XP)

Armor Class: 17 (half plate)
Hit Points: 49 (9d8+9)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
12 (+1)
13 (+1)
13 (+1)
10 (0)

Passive Perception: 11
Saving Throws: Con +3, Int +3, Wis +3
Languages: Gith
Image

Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
 

Actions

Multiattack. The githyanki makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.
Source monster manual

Githzerai Monk

Medium humanoid (gith), lawful neutral
Challenge 2 (450 XP)

Armor Class: 14
Hit Points: 38 (7d8+7)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
12 (+1)
13 (+1)
14 (+2)
10 (0)

Passive Perception: 14
Saving Throws: Str +3, Dex +4, Int +3, Wis +4
Skills: Insight +4, Perception +4
Languages: Gith
Image

Innate Spellcasting (Psionics). The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
 

Actions

Multiattack. The githzerai makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.
Source monster manual

Githzerai Zerth

Medium humanoid (gith), lawful neutral
Challenge 6 (2,300 XP)

Armor Class: 17
Hit Points: 84 (13d8+26)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
18 (+4)
15 (+2)
16 (+3)
17 (+3)
12 (+1)

Passive Perception: 16
Saving Throws: Str +4, Dex +7, Int +6, Wis +6
Skills: Arcana +6, Insight +6, Perception +6
Languages: Gith
Image

Innate Spellcasting (Psionics). The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
 

Actions

Multiattack. The githzerai makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack.
Source monster manual

Glabrezu

Large fiend (demon), chaotic evil
Challenge 9 (5,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 157 (15d10+75)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
21 (+5)
19 (+4)
17 (+3)
16 (+3)

Passive Perception: 13
Saving Throws: Str +9, Con +9, Wis +7, Cha +7
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: truesight 120 ft.
Languages: Abyssal, telepathy 120 ft.
Image

Innate Spellcasting. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic
1/day each: confusion, fly, power word stun
Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Gladiator

Medium humanoid (any race), any alignment
Challenge 5 (1,800 XP)

Armor Class: 16 (studded leather, shield)
Hit Points: 112 (15d8+45)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
10 (0)
12 (+1)
15 (+2)

Passive Perception: 11
Saving Throws: Str +7, Dex +5, Con +6
Skills: Athletics +10, Intimidation +5
Languages: any one language (usually Common)
Image

Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
 

Actions

Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
 

Reactions

Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
Source monster manual

Gnoll

Medium humanoid (gnoll), chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 15 (hide armor, shield)
Hit Points: 22 (5d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
11 (0)
6 (-2)
10 (0)
7 (-2)

Passive Perception: 10
Senses: darkvision 60 ft.
Languages: Gnoll
Image

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Source monster manual

Gnoll Fang of Yeenoghu

Medium humanoid (gnoll), chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 14 (hide armor)
Hit Points: 65 (10d8+20)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
15 (+2)
10 (0)
11 (0)
13 (+1)

Passive Perception: 10
Saving Throws: Con +4, Wis +2, Cha +3
Senses: darkvision 60 ft.
Languages: Abyssal, Gnoll
Image

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
 

Actions

Multiattack. The gnoll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Source monster manual

Gnoll Flesh Gnawer

Medium humanoid (gnoll), chaotic evil
Challenge 1 (200 XP)

Armor Class: 14 (studded leather armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
14 (+2)
12 (+1)
8 (-1)
10 (0)
8 (-1)

Passive Perception: 10
Saving Throws: Dex +4
Senses: darkvision 60 ft.
Languages: Gnoll
Image

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
 

Actions

Multiattack. The gnoll makes three attacks: one with its bite and two with its shortsword.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage.
Sudden Rush. Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn’t provoke opportunity attacks.
Source Volo's Guide

Gnoll Hunter

Medium humanoid (gnoll), chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 13 (leather armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
12 (+1)
8 (-1)
12 (+1)
8 (-1)

Passive Perception: 13
Skills: Perception +3, Stealth +3
Senses: darkvision 60 ft.
Languages: Gnoll
Image

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
 

Actions

Multiattack. The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage when used with two hands to make a melee attack.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage, and the target’s speed is reduced by 10 feet until the end of its next turn.
Source Volo's Guide

Gnoll Pack Lord

Medium humanoid (gnoll), chaotic evil
Challenge 2 (450 XP)

Armor Class: 15 (chain shirt)
Hit Points: 49 (9d8+9)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
13 (+1)
8 (-1)
11 (0)
9 (-1)

Passive Perception: 10
Senses: darkvision 60 ft.
Languages: Gnoll
Image

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
 

Actions

Multiattack. The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Incite Rampage (Recharge 5-6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.
Source monster manual

Gnoll Witherling

Medium undead, Volo's Guide, chaotic evil
Challenge 1/4 (50 XP)

Armor Class: 12 (natural armor)
Hit Points: 11 (2d8+2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
8 (-1)
12 (+1)
5 (-3)
5 (-3)
5 (-3)

Passive Perception: 7
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: understands Gnoll but can't speak
Image

Rampage. When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.
 

Actions

Multiattack. The witherling makes two attacks: one with its bite and one with its club, or two with its club.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
 

Reactions

Vengeful Strike. In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.
Source Volo's Guide

Goat

Medium beast, unaligned
Challenge 0 (10 XP)

Armor Class: 10
Hit Points: 4 (1d8)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
10 (0)
11 (0)
2 (-4)
10 (0)
5 (-3)

Passive Perception: 10
Image

Charge. If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
 

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Source monster manual

Goblin

Small humanoid (goblinoid), neutral evil
Challenge 1/4 (50 XP)

Armor Class: 15 (leather armor, shield)
Hit Points: 7 (2d6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
10 (0)
10 (0)
8 (-1)
8 (-1)

Passive Perception: 9
Skills: Stealth +6
Senses: darkvision 60 ft.
Languages: Common, Goblin
Image

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
 

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source monster manual

Goblin Boss

Small humanoid (goblinoid), neutral evil
Challenge 1 (200 XP)

Armor Class: 17 (chain shirt, shield)
Hit Points: 21 (6d6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
10 (0)
10 (0)
8 (-1)
10 (0)

Passive Perception: 9
Skills: Stealth +6
Senses: darkvision 60 ft.
Languages: Common, Goblin
Image

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
 

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6) piercing damage.
 

Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.
Source monster manual

Gold Dragon Wyrmling

Medium dragon, lawful good
Challenge 3 (700 XP)

Armor Class: 17 (natural armor)
Hit Points: 60 (8d8+24)
Speed: 30 ft., fly 60 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
17 (+3)
14 (+2)
11 (0)
16 (+3)

Passive Perception: 14
Saving Throws: Dex +4, Con +5, Wis +2, Cha +5
Skills: Perception +4, Stealth +4
Damage Immunities: fire
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Draconic
Image

Amphibious. The dragon can breathe air and water.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source monster manual

Gorgon

Large monstrosity, unaligned
Challenge 5 (1,800 XP)

Armor Class: 19 (natural armor)
Hit Points: 114 (12d10+48)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
11 (0)
18 (+4)
2 (-4)
12 (+1)
7 (-2)

Passive Perception: 14
Skills: Perception +4
Damage Immunities: petrified
Senses: darkvision 60 ft.
Image

Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.
 

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Source monster manual

Goristro

Huge fiend (demon), chaotic evil
Challenge 17 (18,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 310 (23d12+161)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)
11 (0)
15 (+2)
6 (-2)
13 (+1)
14 (+2)

Passive Perception: 17
Saving Throws: Str +13, Dex +6, Con +13, Wis +7
Skills: Perception +7
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Abyssal
Image

Charge. If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Labyrinthine Recall. The goristro can perfectly recall any path it has traveled.
Magic Resistance. The goristro has advantage on saving throws against spells and other magical effects.
Siege Monster. The goristro deals double damage to objects and structures.
 

Actions

Multiattack. The goristro makes three attacks: two with its fists and one with its hoof.
Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage.
Source monster manual

Gray Ooze

Medium ooze, unaligned
Challenge 1/2 (100 XP)

Armor Class: 8
Hit Points: 22 (3d8+9)
Speed: 10 ft., climb 10 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
6 (-2)
16 (+3)
1 (-5)
6 (-2)
2 (-4)

Passive Perception: 8
Skills: Stealth +2
Damage Resistances: acid, cold, fire
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
Senses: blindsight 60 ft. (blind beyond this radius)
Image

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
 

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Source monster manual

Gray Ooze (Psychic)

Medium ooze, unaligned
Challenge 1/2 (100 XP)

Armor Class: 8
Hit Points: 22 (3d8+9)
Speed: 10 ft., climb 10 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
6 (-2)
16 (+3)
6 (-2)
6 (-2)
2 (-4)

Passive Perception: 8
Skills: Stealth +2
Damage Resistances: acid, cold, fire
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
Senses: blindsight 60 ft. (blind beyond this radius)
Image

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
 

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Psychic Crush (Recharge 5-6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.
Source monster manual

Gray Slaad

Medium aberration (shapechanger), chaotic neutral
Challenge 9 (5,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 127 (17d8+51)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
17 (+3)
16 (+3)
13 (+1)
8 (-1)
14 (+2)

Passive Perception: 16
Skills: Arcana +5, Perception +6
Damage Resistances: acid, cold, fire, lightning, thunder
Senses: blindsight 60 ft., darkvision 60 ft.
Languages: Slaad, telepathy 60 ft.
Image

Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image
2/day each: fear, fly, fireball, tongues
1/day: plane shift (self only)
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects
Magic Weapons. The slaad's weapon attacks are magical.
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Variant: Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.
 

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.
Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Source monster manual

Graz'zt

Large fiend (demon, shapechanger), chaotic evil
Challenge 24 (62,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 378 (36d10+180)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
15 (+2)
21 (+5)
23 (+6)
21 (+5)
26 (+8)

Passive Perception: 22
Saving Throws: Dex +9, Con +12, Wis +12
Skills: Deception +15, Insight +12, Perception +12, Persuasion +15
Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Shapechanger. Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form, Any equipment he is wearing or carrying isn't transformed.
Innate Spellcasting. Graz'zt's spellcasting ability is Charisma (spell save DC 23). Graz'zt can innately cast the following spells, requiring no material components:

At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport
1/day each: dominate monster, greater invisibility
Legendary Resistance (3/Day). If Graz'zt fails a saving throw, he can choose to succeed instead.
Magic Resistance. Graz'zt has advantage on saving throws against spell and other magic effects.
Magic Weapon. Graz'zt's weapon attacks are magical.
 

Actions

Multiattack. Graz'zt attacks twice with the Wave of Sorrow.
Wave of Sorrow (Greatsword). Melee Weapon Attack: +13 to hit, reach 10 ft., one target, Hit; 20 (4d6 + 6) slashing damage plus 14 (4d6) acid damage.
Teleport. Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
 

Legendary Actions

Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creautre's turn. Graz'zt regains spent legendary actions at the start of his turn.
Attack. Graz'zt attacks once with the Wave of Sorrow.
Dance, My Puppet!. One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs.
Sow Discord. Graz'zt casts crown of madness or dissonant whispers.
Teleport. Graz'zt uses his Teleport action.
Source out of the abyss

Green Dragon Wyrmling

Medium dragon, lawful evil
Challenge 2 (450 XP)

Armor Class: 17 (natural armor)
Hit Points: 38 (7d8+7)
Speed: 30 ft., fly 60 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
13 (+1)
14 (+2)
11 (0)
13 (+1)

Passive Perception: 14
Saving Throws: Dex +3, Con +3, Wis +2, Cha +3
Skills: Perception +4, Stealth +3
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Draconic
Image

Amphibious. The dragon can breathe air and water.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Green Guard Drake

Medium dragon, unaligned
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 52 (7d8+21)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
7 (-2)

Passive Perception: 12
Skills: Perception +2
Damage Resistances: poison
Senses: darkvision 60 ft.
Languages: understands Draconic but can't speak it
Image

Amphibious. The guard drake can breathe air and water.
 

Actions

Multiattack. The drake attacks twice, once with its bite and once with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Source Volo's Guide

Green Hag

Medium fey, neutral evil
Challenge 3 (700 XP)

Armor Class: 17 (natural armor)
Hit Points: 82 (11d8+33)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
16 (+3)
13 (+1)
14 (+2)
14 (+2)

Passive Perception: 14
Skills: Arcana +3, Deception +4, Perception +4, Stealth +3
Senses: darkvision 60 ft.
Languages: Common, Draconic, Sylvan
Image

Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:

• 1st level (4 slots): identify, ray of sickness
• 2nd level (3 slots): hold person, locate object
• 3rd level (3 slots): bestow curse, counterspell, lightning bolt
• 4th level (3 slots): phantasmal killer, polymorph
• 5th level (2 slots): contact other plane, scrying
• 6th level (1 slot): eye bite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.
Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
 

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Source monster manual

Green Slaad

Large aberration (shapechanger), chaotic neutral
Challenge 8 (3,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 127 (15d10+45)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
11 (0)
8 (-1)
12 (+1)

Passive Perception: 12
Skills: Arcana +3, Perception +2
Damage Resistances: acid, cold, fire, lightning, thunder
Senses: blindsight 30 ft., darkvision 60 ft.
Languages: Slaad, telepathy 60 ft.
Image

Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, mage hand
2/day each: fear, invisibility (self only)
1/day: fireball
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Variant: Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.
 

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.
Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claw (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren 't being worn or carried.
Source monster manual

Grell

Medium aberration, neutral evil
Challenge 3 (700 XP)

Armor Class: 12
Hit Points: 55 (10d8+10)
Speed: 10 ft., fly 30 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
13 (+1)
12 (+1)
11 (0)
9 (-1)

Passive Perception: 14
Skills: Perception +4, Stealth +6
Damage Immunities: lightning
Condition Immunities: blinded, prone
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: Grell
Image

 

Actions

Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.
Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage.
Source monster manual

Grick

Medium monstrosity, neutral
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 27 (6d8)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
11 (0)
3 (-4)
14 (+2)
5 (-3)

Passive Perception: 12
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons
Senses: darkvision 60 ft.
Image

Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
 

Actions

Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source monster manual

Grick Alpha

Large monstrosity, neutral
Challenge 7 (2,900 XP)

Armor Class: 18 (natural armor)
Hit Points: 75 (10d10+20)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
15 (+2)
4 (-3)
14 (+2)
9 (-1)

Passive Perception: 12
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons
Senses: darkvision 60 ft.
Image

Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
 

Actions

Multiattack. The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) slashing damage.
Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Source monster manual

Griffon

Large monstrosity, unaligned
Challenge 2 (450 XP)

Armor Class: 12
Hit Points: 59 (7d10+21)
Speed: 30 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
2 (-4)
13 (+1)
8 (-1)

Passive Perception: 15
Skills: Perception +5
Senses: darkvision 60 ft.
Image

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Source monster manual

Grimlock

Medium humanoid (grimlock), neutral evil
Challenge 1/4 (50 XP)

Armor Class: 11
Hit Points: 11 (2d8+2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
12 (+1)
9 (-1)
8 (-1)
6 (-2)

Passive Perception: 13
Skills: Athletics +5, Perception +3, Stealth +3
Damage Immunities: blinded
Senses: blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius)
Languages: Undercommon
Image

Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell.
Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
 

Actions

Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.
Source monster manual

Grisha

Medium humanoid (Damaran human), chaotic evil
Challenge 2 (450 XP)

Armor Class: 18 (chain mail, shield)
Hit Points: 33 (6d8+6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
12 (+1)
11 (0)
14 (+2)
16 (+3)

Passive Perception: 12
Saving Throws: Wis +4, Cha +5
Skills: Persuasion +5, Religion +2
Languages: Common, Undercommon
Image

Spellcasting. Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, divine favor, inflict wounds, protection from good, shield of faith
2nd level (3 slots): continual flame, hold person, magic weapon, spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, spirit guardian
 

Actions

Multiattack. Grisha makes two attacks with his +1 flail.
+1 Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (1d8 + 3) bludgeoning damage
Source out of the abyss

Grung

Small humanoid (grung), lawful evil
Challenge 1/4 (50 XP)

Armor Class: 12
Hit Points: 11 (2d6+4)
Speed: 25 ft., climb 25 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
14 (+2)
15 (+2)
10 (0)
11 (0)
10 (0)

Passive Perception: 12
Saving Throws: Dex +4
Skills: Athletics +2, Perception +2, Stealth +4, Survival +2
Damage Immunities: poison
Condition Immunities: poisoned
Languages: Grung
Image

Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Variant: Grung Poison. Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.

Green. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands.

Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.

Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Source Volo's Guide

Grung Elite Warrior

Small humanoid (grung), lawful evil
Challenge 2 (450 XP)

Armor Class: 13
Hit Points: 49 (9d6+18)
Speed: 25 ft., climb 25 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
16 (+3)
15 (+2)
10 (0)
11 (0)
12 (+1)

Passive Perception: 12
Saving Throws: Dex +5
Skills: Athletics +2, Perception +2, Stealth +5, Survival +2
Damage Immunities: poison
Condition Immunities: poisoned
Languages: Grung
Image

Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Variant: Grung Poison. Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.

Orange. The poisoned creature is frightened of its allies.

Gold. The poisoned creature is charmed and can speak Grung.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.
Source Volo's Guide

Grung Wildling

Small humanoid (grung), lawful evil
Challenge 1 (200 XP)

Armor Class: 13 (16 with barkskin)
Hit Points: 27 (5d6+10)
Speed: 25 ft., climb 25 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
16 (+3)
15 (+2)
10 (0)
15 (+2)
11 (0)

Passive Perception: 14
Saving Throws: Dex +5
Skills: Athletics +2, Perception +4, Stealth +5, Survival +4
Damage Immunities: poison
Condition Immunities: poisoned
Languages: Grung
Image

Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:

1st level (4 slots): cure wounds, jump

2nd level (3 slots): barkskin, spike growth

3rd level (2 slots): plant growth
Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Variant: Grung Poison. Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.

Red. The poisoned creature must use its action to eat if food is within reach.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Source Volo's Guide

Guard

Medium humanoid (any race), any alignment
Challenge 1/8 (25 XP)

Armor Class: 16 (chain shirt, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
12 (+1)
10 (0)
11 (0)
10 (0)

Passive Perception: 12
Skills: Perception +2
Languages: any one language (usually Common)
Image

 

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Source monster manual

Guard Drake

Medium dragon, unaligned
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 52 (7d8+21)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
7 (-2)

Passive Perception: 12
Skills: Perception +2
Damage Resistances: lightning
Senses: darkvision 60 ft.
Languages: understands Draconic but can't speak it
Image

 

Actions

Multiattack. The drake attacks twice, once with its bite and once with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Source tyranny of dragons

Guardian Naga

Large monstrosity, lawful good
Challenge 10 (5,900 XP)

Armor Class: 18 (natural armor)
Hit Points: 127 (15d10+45)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
18 (+4)
16 (+3)
16 (+3)
19 (+4)
18 (+4)

Passive Perception: 14
Saving Throws: Dex +8, Con +7, Int +7, Wis +8, Cha +8
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Senses: darkvision 60 ft.
Languages: Celestial, Common
Image

Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

• Cantrips (at will): mending, sacred flame, thaumaturgy
• 1st level (4 slots): command, cure wounds, shield of faith
• 2nd level (3 slots): calm emotions, hold person
• 3rd level (3 slots): bestow curse, clairvoyance
• 4th level (3 slots): banishment, freedom of movement
• 5th level (2 slots): flame strike, geas
• 6th level (1 slot): true seeing
 

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Spit Poison. Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Guardian Portrait

Medium construct, unaligned
Challenge 1 (200 XP)

Armor Class: 5 (natural armor)
Hit Points: 22 (5d8)
Speed: 0 ft.

STR
DEX
CON
INT
WIS
CHA
1 (-5)
1 (-5)
10 (0)
14 (+2)
10 (0)
10 (0)

Passive Perception: 10
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft.
Languages: Common, plus up to two other languages
Image

Constructed Nature. An animated object doesn't require air, food, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
Antimagic Susceptibility. The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Innate Spellcasting. The portrait's innate spellcasting ability os Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components:

3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis
False Appearance. While the figure in the portrait remains motionless, it is indistinguishable from a normal painting.
Source curse of strahd

Gynosphinx

Large monstrosity, lawful neutral
Challenge 11 (7,200 XP)

Armor Class: 17 (natural armor)
Hit Points: 136 (16d10+48)
Speed: 40 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
18 (+4)
18 (+4)
18 (+4)

Passive Perception: 18
Skills: Arcana +12, History +12, Perception +8, Religion +8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: psychic
Condition Immunities: charmed, frightened
Senses: truesight 120 ft.
Languages: Common, Sphinx
Image

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:

• Cantrips (at will): mage hand, minor illusion, prestidigitation
• 1st level (4 slots): detect magic, identify, shield
• 2nd level (3 slots): darkness, locate object, suggestion
• 3rd level (3 slots): dispel magic, remove curse, tongues
• 4th level (3 slots): banishment, greater invisibility
• 5th level (1 slot): legend lore
 

Actions

Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
 

Legendary Actions

Claw Attack. The sphinx makes one claw attack.
Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Source monster manual

Hadrosaurus

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 11 (natural armor)
Hit Points: 19 (3d10+3)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (0)
13 (+1)
2 (-4)
10 (0)
5 (-3)

Passive Perception: 12
Skills: Perception +2
Image

 

Actions

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.
Source Volo's Guide

Half-Ogre (Ogrillon)

Large giant, any chaotic alignment
Challenge 1 (200 XP)

Armor Class: 12 (hide armor)
Hit Points: 30 (4d10+8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (0)
14 (+2)
7 (-2)
9 (-1)
10 (0)

Passive Perception: 9
Senses: darkvision 60 ft.
Languages: Common, Giant
Image

 

Actions

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Source monster manual

Half-Red Dragon Veteran

Medium humanoid (human), any alignment
Challenge 5 (1,800 XP)

Armor Class: 18 (plate)
Hit Points: 65 (10d8+20)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
14 (+2)
10 (0)
11 (0)
10 (0)

Passive Perception: 12
Saving Throws: Str +5, Con +4
Skills: Athletics +5, Perception +2
Damage Resistances: fire
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Common, Draconic
Image

 

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Fire Breath (Recharge 5-6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Source monster manual

Harpy

Medium monstrosity, chaotic evil
Challenge 1 (200 XP)

Armor Class: 11
Hit Points: 38 (7d8+7)
Speed: 20 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
13 (+1)
12 (+1)
7 (-2)
10 (0)
13 (+1)

Passive Perception: 10
Languages: Common
Image

 

Actions

Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
Source monster manual

Hawk

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 13
Hit Points: 1 (1d4-1)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
5 (-3)
16 (+3)
8 (-1)
2 (-4)
14 (+2)
6 (-2)

Passive Perception: 14
Skills: Perception +4
Image

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
 

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Source monster manual

Hell Hound

Medium fiend, lawful evil
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 45 (7d8+14)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
14 (+2)
6 (-2)
13 (+1)
6 (-2)

Passive Perception: 15
Skills: Perception +5
Damage Immunities: fire
Senses: darkvision 60 ft.
Languages: understands Infernal but can't speak it
Image

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Source monster manual

Hellenrae

Medium humanoid (human), lawful evil
Challenge 5 (1,800 XP)

Armor Class: 16
Hit Points: 78 (12d8+24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
18 (+4)
14 (+2)
10 (0)
15 (+2)
13 (+1)

Passive Perception: 15
Skills: Acrobatics +7, Athletics +4, Insight +5, Perception +5
Damage Immunities: poison
Condition Immunities: blinded, poisoned
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: Common, Terran
Image

Evasion. If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Stunning Strike (Recharge 5-6). When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hellenrae's next turn.
Unarmored Defense. While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.
Unarmored Movement. While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed).
 

Actions

Multiattack. Hellenrae makes three melee attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
 

Reactions

Parry and Counter. Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach.
Source elemental evil

Helmed Horror

Medium construct, unaligned
Challenge 4 (1,100 XP)

Armor Class: 20 (plate, shield)
Hit Points: 60 (8d8+24)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
16 (+3)
10 (0)
10 (0)
10 (0)

Passive Perception: 14
Skills: Perception +4
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Damage Immunities: force, necrotic, poison
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: understands the languages of its creator but can't speak
Image

Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.
Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
 

Actions

Multiattack. The helmed horror makes two longsword attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Source monster manual

Hezrou

Large fiend (demon), chaotic evil
Challenge 8 (3,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 136 (13d10+65)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
17 (+3)
20 (+5)
5 (-3)
12 (+1)
13 (+1)

Passive Perception: 11
Saving Throws: Str +7, Con +8, Wis +4
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Abyssal, telepathy 120 ft.
Image

Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.
Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.
 

Actions

Multiattack. The hezrou makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Hill Giant

Huge giant, chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 13 (natural armor)
Hit Points: 105 (10d12+40)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
8 (-1)
19 (+4)
5 (-3)
9 (-1)
6 (-2)

Passive Perception: 12
Skills: Perception +2
Languages: Giant
Image

 

Actions

Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. Hit: 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Source monster manual

Hippogriff

Large monstrosity, unaligned
Challenge 1 (200 XP)

Armor Class: 11
Hit Points: 19 (3d10+3)
Speed: 40 ft, fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
13 (+1)
13 (+1)
2 (-4)
12 (+1)
8 (-1)

Passive Perception: 15
Skills: Perception +5
Image

Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Source monster manual

Hobgoblin

Medium humanoid (goblinoid), lawful evil
Challenge 1/2 (100 XP)

Armor Class: 18 (chain mail, shield)
Hit Points: 11 (2d8+2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
12 (+1)
10 (0)
10 (0)
9 (-1)

Passive Perception: 10
Senses: darkvision 60 ft.
Languages: Common, Goblin
Image

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.
 

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Source monster manual

Hobgoblin Captain

Medium humanoid (goblinoid), lawful evil
Challenge 3 (700 XP)

Armor Class: 17 (half plate)
Hit Points: 39 (6d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
14 (+2)
12 (+1)
10 (0)
13 (+1)

Passive Perception: 10
Senses: darkvision 60 ft.
Languages: Common, Goblin
Image

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.
 

Actions

Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
Source monster manual

Hobgoblin Devastator

Medium humanoid (goblinoid), lawful evil
Challenge 4 (1,100 XP)

Armor Class: 13 (studded leather armor)
Hit Points: 45 (7d8+14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
14 (+2)
16 (+3)
13 (+1)
11 (0)

Passive Perception: 11
Skills: Arcana +5
Senses: darkvision 60 ft.
Languages: Common, Goblin
Image

Source. Volo's Guide to Monsters, p. 161
Arcane Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated.
Army Arcane. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting. The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp

1st level (4 slots): fog cloud, magic missile, thunderwave

2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray

3rd level (3 slots): fireball, fly, lightning bolt

4th level (1 slot): ice storm
 

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.
Source Volo's Guide

Hobgoblin Iron Shadow

Medium humanoid (goblinoid), lawful evil
Challenge 2 (450 XP)

Armor Class: 15
Hit Points: 32 (5d8+10)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
15 (+2)
14 (+2)
15 (+2)
11 (0)

Passive Perception: 12
Skills: Acrobatics +5, Athletics +4, Stealth +5
Senses: darkvision 60 ft.
Languages: Common, Goblin
Image

Spellcasting. The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): minor illusion, prestidigitation, true strike

1st level (3 slots): charm person, disguise self, expeditious retreat, silent image
Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
 

Actions

Multiattack. The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 5 (1d4+3) bludgeoning damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage.
Shadow Jaunt. The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.
Source Volo's Guide

Hobgoblin Warlord

Medium humanoid (goblinoid), lawful evil
Challenge 6 (2,300 XP)

Armor Class: 20 (plate, shield)
Hit Points: 97 (13d8+39)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
16 (+3)
14 (+2)
11 (0)
15 (+2)

Passive Perception: 10
Saving Throws: Int +5, Wis +3, Cha +5
Senses: darkvision 60 ft.
Languages: Common, Goblin
Image

Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.
 

Actions

Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
 

Reactions

Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
Source monster manual

Homunculus

Tiny construct, neutral
Challenge 0 (10 XP)

Armor Class: 13 (natural armor)
Hit Points: 5 (2d4)
Speed: 20 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
15 (+2)
11 (0)
10 (0)
10 (0)
7 (-2)

Passive Perception: 10
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Senses: darkvision 60 ft.
Languages: understands the languages of its creator but can't speak
Image

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
Source monster manual

Hook Horror

Large monstrosity, neutral
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 75 (10d10+20)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
15 (+2)
6 (-2)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Senses: blindsight 60 ft., darkvision 10 ft.
Languages: Hook Horror
Image

Echolocation. The hook horror can't use its blindsight while deafened.
Keen Hearing. The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.
 

Actions

Multiattack. The hook horror makes two hook attacks.
Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Source monster manual

Hook Horror Spore Servant

Medium plant, unaligned
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 75 (10d10+10)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
15 (+2)
2 (-4)
6 (-2)
1 (-5)

Passive Perception: 8
Damage Resistances: poison
Condition Immunities: blinded, charmed, frightened, paralyzed
Senses: blindsight 30 ft. (blind beyond this radius)
Languages: -
Image

 

Actions

Multiattack. The spore servant makes two hyook attacks.
Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Source out of the abyss

Horned Devil

Large fiend (devil), lawful evil
Challenge 11 (7,200 XP)

Armor Class: 18 (natural armor)
Hit Points: 178 (17d10+85)
Speed: 20 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
17 (+3)
21 (+5)
12 (+1)
16 (+3)
17 (+3)

Passive Perception: 13
Saving Throws: Str +10, Dex +7, Wis +7, Cha +7
Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Source monster manual

Howling Hatred Initiate

Medium humanoid (human), neutral evil
Challenge 1/8 (25 XP)

Armor Class: 13 (leather)
Hit Points: 9 (2d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
10 (0)
10 (0)
9 (-1)
11 (0)

Passive Perception: 9
Skills: Deception +2, Religion +2, Stealth +4
Languages: Common
Image

Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn.
Hold Breath. The initiate can hold its breath for 30 minutes.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source elemental evil

Howling Hatred Priest

Medium humanoid (human), neutral evil
Challenge 2 (450 XP)

Armor Class: 15 (studded leather)
Hit Points: 45 (10d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
10 (0)
14 (+2)
10 (0)
14 (+2)

Passive Perception: 10
Skills: Acrobatics +5, Intimidation +4, Religion +4
Languages: Auran, Common
Image

Hold Breath. The priest can hold its breath for 30 minutes.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells:

• Cantrips (at will): blade ward, gust, light, prestidigitation, shocking grasp
• 1st level (4 slots): featherfall, shield, witch bolt
• 2nd level (3 slots): dust devil, gust of wind
• 3rd level (2 slots): gaseous form
 

Actions

Multiattack. The priest makes two melee attacks or two ranged attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Source elemental evil

Hulking Crab

Huge beast, unaligned
Challenge 5 (1,800 XP)

Armor Class: 17 (natural armor)
Hit Points: 76 (8d12+24)
Speed: 20 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
8 (-1)
16 (+3)
3 (-4)
11 (0)
3 (-4)

Passive Perception: 10
Skills: Stealth +2
Senses: blindsight 30 ft.
Languages: --
Image

Amphibious. The crab can breathe air and water.
Shell Camouflage. While the crab remains motionless with it's eyestalks and pincers tucked close to it's body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discren its true nature with a successful DC 15 intelligence (Nature) check.
 

Actions

Multiattack. The aboleth makes three tentacle attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target
Source storm kings thunder

Hunter Shark

Large beast, unaligned
Challenge 2 (450 XP)

Armor Class: 12 (natural armor)
Hit Points: 45 (6d10+12)
Speed: swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
15 (+2)
1 (-5)
10 (0)
4 (-3)

Passive Perception: 12
Skills: Perception +2
Senses: darkvision 30 ft.
Image

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Source monster manual

Hurricane

Medium humanoid (human), lawful evil
Challenge 2 (450 XP)

Armor Class: 14
Hit Points: 33 (6d8+6)
Speed: 45 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
13 (+1)
10 (0)
12 (+1)
10 (0)

Passive Perception: 11
Skills: Acrobatics +5
Languages: Auran, Common
Image

Spellcasting. The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells:

• Cantrips (at will): blade ward, gust, light, prestidigitation
• 1st level (4 slots): feather fall, jump, thunderwave
• 2nd level (2 slots): gust of wind
Unarmored Defense. While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed).
 

Actions

Multiattack. The hurricane makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
 

Reactions

Deflect Missiles. When the hurricane is hit by a ranged weapon attack, it reduces the damage from the attack by 1d10 + 9. If the damage is reduced to 0, the hurricane can catch the missile if it is small enough to hold in one hand and the hurricane has at least one hand free.
Source elemental evil

Hydra

Huge monstrosity, unaligned
Challenge 8 (3,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 172 (15d12+75)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
20 (+5)
2 (-4)
10 (0)
7 (-2)

Passive Perception: 16
Skills: Perception +6
Senses: darkvision 60 ft.
Image

Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
 

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Source monster manual

Hyena

Medium beast, unaligned
Challenge 0 (10 XP)

Armor Class: 11
Hit Points: 5 (1d8+1)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
13 (+1)
12 (+1)
2 (-4)
12 (+1)
5 (-3)

Passive Perception: 13
Skills: Perception +3
Image

Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Bite. Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Source monster manual

Ice Devil

Large fiend (devil), lawful evil
Challenge 14 (11,500 XP)

Armor Class: 18 (natural armor)
Hit Points: 180 (19d10+76)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
14 (+2)
18 (+4)
18 (+4)
15 (+2)
18 (+4)

Passive Perception: 12
Saving Throws: Dex +7, Con +9, Wis +7, Cha +9
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
Tail. Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
Wall of Ice. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.
When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.
Source monster manual

Ice Devil Spear

Large fiend (devil), lawful evil
Challenge 14 (11,500 XP)

Armor Class: 18 (natural armor)
Hit Points: 180 (19d10+76)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
14 (+2)
18 (+4)
18 (+4)
15 (+2)
18 (+4)

Passive Perception: 12
Saving Throws: Dex +7, Con +9, Wis +7, Cha +9
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The devil makes two attacks: one with its spear and one with its tail.
Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
Wall of Ice. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.
When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.
Source monster manual

Ice Mephit

Small elemental, neutral evil
Challenge 1/2 (100 XP)

Armor Class: 11
Hit Points: 21 (6d6)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
13 (+1)
10 (0)
9 (-1)
11 (0)
12 (+1)

Passive Perception: 12
Skills: Perception +2, Stealth +3
Damage Vulnerabilities: bludgeoning, fire
Damage Immunities: cold, poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Aquan, Auran
Image

Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
 

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.
Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Ice Toad

Medium monstrosity, neutral
Challenge 1 (200 XP)

Armor Class: 12 (natural armor)
Hit Points: 32 (5d8+10)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
10 (0)
14 (+2)
8 (-1)
10 (0)
6 (-2)

Passive Perception: 12
Skills: Perception +2
Damage Immunities: cold
Senses: darkvision 60 ft.
Languages: Ice Toad
Image

Amphibious. The toad can breathe air or water.
Cold Aura. Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage.
Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) cold damage. If the target is a Medium or smaller creature it is grappled (escape DC 11). Until this grapple ends, the toad can't bite another target.
Source tyranny of dragons

Illithilich

Medium undead, any evil alignment
Challenge 22 (41,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 135 (18d8+54)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
16 (+3)
20 (+5)
14 (+2)
16 (+3)

Passive Perception: 19
Saving Throws: Con +10, Int +12, Wis +9
Skills: Arcana +18, History +12, Insight +9, Perception +9
Damage Resistances: cold, lightning, necrotic
Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: truesight 120 ft.
Languages: Deep Speech, Undercommon, telepathy 120 ft.
Image

Legendary Resistance (3/Day). If the illithilich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed illithilich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

• Cantrips (at will): mage hand, prestidigitation, ray of frost

• 1st level (4 slots): detect magic, magic missile, shield, thunderwave

• 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image

• 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

• 4th level (3 slots): blight, dimension door

• 5th level (3 slots): cloudkill, scrying

• 6th level (1 slot): disintegrate, globe of invulnerability

• 7th level (1 slot): finger of death, plane shift

• 8th level (1 slot): dominate monster, power word stun

• 9th level (1 slot): power word kill
Turn Resistance. The illithilich has advantage on saving throws against any effect that turns undead.
Magic Resistance. The illithilich has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The illithilich’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components.

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)
 

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tentacles. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5-6). The illithilich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8+5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Legendary Actions

Legendary Actions (3/Turn). The illithilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The illithilich regains spent legendary actions at the start of its turn.
Tentacles. The illithilich makes one attack with its tentacles.
Extract Brain (Costs 2 Actions). The illithilich uses Extract Brain.
Mind Blast (Costs 3 Actions). The illithilich recharges its Mind Blast and uses it.
Cast Spell (Costs 1-3 Actions). The illithilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.
Source Volo's Guide

Illusionist

Medium humanoid (any race), any alignment
Challenge 3 (700 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 38 (7d8+7)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
13 (+1)
16 (+3)
11 (0)
12 (+1)

Passive Perception: 10
Saving Throws: Int +5, Wis +2
Skills: Arcana +5, History +5
Languages: any four languages
Image

Spellcasting. The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:

Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray

1st level (4 slots): color spray*, disguise self*, mage armor, magic missile

2nd level (3 slots): invisibility*, mirror image*, phantasmal force

3rd level (3 slots): major image*, phantom steed*

4th level (1 slot): phantasmal killer*

*Illusion spell of 1st level or higher
Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.
 

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
Source Volo's Guide

Imix

Huge elemental, neutral evil
Challenge 19 (22,000 XP)

Armor Class: 17
Hit Points: 325 (26d12+156)
Speed: 50 ft., fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
24 (+7)
22 (+6)
15 (+2)
16 (+3)
23 (+6)

Passive Perception: 13
Saving Throws: Dex +14, Con +13, Cha +13
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire, poison
Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned, prone, restrained
Senses: blindsight 120 ft.
Languages: Common, Ignan
Image

Empowered Attacks. Imix's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Fire Aura. At the start of each of Imix's turns, each creature within 10 feet of him takes 17 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches Imix or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him
Fire Form. Imix can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.
Illumination. Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If Imix fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Imix's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

• At will: fireball, wall of fire
• 3/day each: fire storm, haste, teleport
Magic Resistance. Imix has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. Imix makes two slam attacks or two flame blast attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (5d6) fire damage.
Flame Blast. Ranged Spell Attack: +12 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage.
Summon Elementals (1/Day). Imix summons up to three fire elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Imix, and disappear if Imix is reduced to 0 hit points.
 

Legendary Actions

Heat Wave. Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area that isn't resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn't teleported with him.
Combustion (Costs 3 Actions). Imix causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire.
Source elemental evil

Imp

Tiny fiend (devil), lawful evil
Challenge 1 (200 XP)

Armor Class: 13
Hit Points: 10 (3d4+3)
Speed: 20 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
17 (+3)
13 (+1)
11 (0)
12 (+1)
14 (+2)

Passive Perception: 11
Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical/nonsilver weapons
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Infernal, Common
Image

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Variant: Familiar. The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.
 

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Source monster manual

Intellect Devourer

Tiny aberration, lawful evil
Challenge 2 (450 XP)

Armor Class: 12
Hit Points: 21 (6d4+6)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
13 (+1)
12 (+1)
11 (0)
10 (0)

Passive Perception: 12
Skills: Perception +2, Stealth +4
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: blinded
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: understands Deep Speech but can't speak, telepathy 60 ft.
Image

Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
 

Actions

Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages.
If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.
Source monster manual

Invisible Stalker

Medium elemental, neutral
Challenge 6 (2,300 XP)

Armor Class: 14
Hit Points: 104 (16d8+32)
Speed: 50 ft., fly 50 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
16 (+3)
19 (+4)
14 (+2)
10 (0)
15 (+2)
11 (0)

Passive Perception: 18
Skills: Perception +8, Stealth +10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft.
Languages: Auran, understands Common but doesn't speak it
Image

Invisibility. The stalker is invisible.
Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
 

Actions

Multiattack. The stalker makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Source monster manual

Iron Golem

Large construct, unaligned
Challenge 16 (15,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 210 (20d10+100)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
9 (-1)
20 (+5)
3 (-4)
11 (0)
1 (-5)

Passive Perception: 10
Damage Immunities: fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120 ft.
Languages: understands the languages of its creator but can't speak
Image

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
 

Actions

Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath (Recharge 5-6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (l0d8) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Ixitxachitl

Small aberration, chaotic evil
Challenge 1/4 (50 XP)

Armor Class: 15 (natural armor)
Hit Points: 18 (4d6+4)
Speed: 0 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
13 (+1)
12 (+1)
13 (+1)
7 (-2)

Passive Perception: 11
Senses: darkvision 60 ft.
Languages: Abyssal, Ixitxachitl
Image

 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
 

Reactions

Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Source out of the abyss

Ixitxachitl Cleric

Small aberration, chaotic evil
Challenge 1/4 (50 XP)

Armor Class: 15 (natural armor)
Hit Points: 18 (4d6+4)
Speed: 0 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
13 (+1)
12 (+1)
13 (+1)
7 (-2)

Passive Perception: 11
Senses: darkvision 60 ft.
Languages: Abyssal, Ixitxachitl
Image

Spellcasting. The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared:

Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): charm person, create or destroy water
2nd level (3 slots): hold person, silence
3rd level (2 slots): dispel magic, tongues
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
 

Reactions

Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Source out of the abyss

Iymrith, Ancient Blue Dragon

Gargantuan dragon, lawful evil
Challenge 23 (50,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 481 (26d20+208)
Speed: 40 ft., burrow 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
10 (0)
27 (+8)
18 (+4)
17 (+3)
21 (+5)

Passive Perception: 27
Saving Throws: Dex +7, Con +15, Wis +10, Cha +12
Skills: Perception +17, Stealth +7
Damage Immunities: lightning
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic, Giant, Terran
Image

Innate Spellcasting. Iymrith's innate spellcasting ability is Charisma (spell save DC 20). Iymrith's stone shape can create a living gargoyle instead of altering the stone as described in the spell description. She can innately cast the following spells, requiring no material components:

1/day: counterspell, detect magic, ice storm, stone shape, teleport
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Change Shape. Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form.
 

Legendary Actions

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source monster manual

Izek Strazni

Medium humanoid (human), neutral evil
Challenge 5 (1,800 XP)

Armor Class: 14 (studded leather armor)
Hit Points: 112 (15d8+45)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
10 (0)
9 (-1)
15 (+2)

Passive Perception: 12
Skills: Intimidation +8, Perception +2
Languages: Common
Image

Brute. A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack).
 

Actions

Multiattack. Izek makes two attacks with his battleaxe.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, or 15 (2d10+4) when used with two hands.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire.
Source curse of strahd

Jackal

Small beast, unaligned
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 3 (1d6)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
15 (+2)
11 (0)
3 (-4)
12 (+1)
6 (-2)

Passive Perception: 13
Skills: Perception +3
Image

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Source monster manual

Jackalwere

Medium humanoid (shapechanger), chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 12
Hit Points: 18 (4d8)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
15 (+2)
11 (0)
13 (+1)
11 (0)
10 (0)

Passive Perception: 12
Skills: Deception +4, Perception +2, Stealth +4
Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Languages: Common (can't speak in jackal form)
Image

Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.
Source monster manual

Jamna Gleamsilver

Small humanoid (gnome), neutral
Challenge 1 (200 XP)

Armor Class: 15 (leather armor)
Hit Points: 22 (4d6+8)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
17 (+3)
14 (+2)
15 (+2)
10 (0)
12 (+1)

Passive Perception: 14
Saving Throws: Dex +5, Int +4
Skills: Acrobatics +5, Deception +3, Insight +2, Perception +4, Persuasion +3, Stealth +7
Senses: darkvision 60 ft.
Languages: Common, Gnomish, Goblin, Sylvan
Image

Cunning Action. Jamna can take a bonus action to take the Dash, Disengage, or Hide action.
Gnome Cunning. Jamna has advantage on Intelligence, Wisdom and Charisma saving throws against magic.
Spellcasting. Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list.

• Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost
• 1st level (3 slots): charm person, color spray, disguise self, longstrider
 

Actions

Multiattack. Jamna attacks twice with her shortswords.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 9 (1d6 + 3) plus (1d6) piercing damage if the target is Medium or larger.
Source tyranny of dragons

Juiblex

Huge fiend (demon), chaotic evil
Challenge 23 (50,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 350 (28d12+168)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
10 (0)
23 (+6)
20 (+5)
20 (+5)
16 (+3)

Passive Perception: 22
Saving Throws: Dex +7, Con +13, Wis +12
Skills: Perception +12
Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Foul. Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn.
Innate Spellcasting. Juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components:

At will: acid splash (17th level), detect magic
3/day each: blight, contagion, gaseous form
Legendary Resistance (3/Day). If Juiblex fails a saving throw, it can choose to succeed instead.
Magic Resistance. Juiblex has advantage on saving throws against spell and other magic effects.
Magic Weapon. Juiblex's weapon attacks are magical.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate.
Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Multiattack. Juiblex makes three acid lash attacks.
Acid Lash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute.
Eject Slime (Recharge 5—6). Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed.
 

Legendary Actions

Juiblex can take 3 legendary actions, choosing from the options below, Only one legendary action option can be used at a time and only at the end of another creature's turn. Juiblex regains spent legendary actions at the start of its turn.
Acid Splash. Juiblex casts acid splash.
Attack. Juiblex makes one acid lash attack.
Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6+ 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while Within 10 of the target.
Source out of the abyss

Kenku

Medium humanoid (kenku), chaotic neutral
Challenge 1/4 (50 XP)

Armor Class: 13
Hit Points: 13 (3d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
16 (+3)
10 (0)
11 (0)
10 (0)
10 (0)

Passive Perception: 12
Skills: Deception +4, Perception +2, Stealth +5
Languages: understands Auran and Common but speaks only through the use of its Mimicry trait
Image

Ambusher. In the first round of a combat, the kenku has advantage on attack rolls against any creature it surprised
Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
 

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Source monster manual

Ki-rin

Huge celestial, lawful good
Challenge 12 (8,400 XP)

Armor Class: 20 (natural armor)
Hit Points: 152 (16d12+48)
Speed: 60 ft., fly 120 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
21 (+5)
16 (+3)
16 (+3)
19 (+4)
20 (+5)
20 (+5)

Passive Perception: 19
Skills: Insight +9, Perception +9, Religion +8
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: all, telepathy 120 ft.
Image

Innate Spellcasting. The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:

At will: gaseous form, major image (6th-level version), wind walk

1/day: create food and water
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical effects.
Magic Weapons. The ki-rin’s weapon attacks are magical.
Spellcasting. The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy

1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary

2nd level (3 slots): calm emotions, lesser restoration, silence

3rd level (3 slots): dispel magic, remove curse, sending

4th level (3 slots): banishment, freedom of movement, guardian of faith

5th level (3 slots): greater restoration, mass cure wounds, scrying

6th level (1 slot): heroes’ feast, true seeing

7th level (1 slot): etherealness, plane shift

8th level (1 slot): control weather

9th level (1 slot): true resurrection
 

Actions

Multiattack. The ki-rin makes three attacks: two with its hooves and one with its horn.
Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 10 (2d4+5) bludgeoning damage.
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.
 

Legendary Actions

Legendary Actions (3/Turn). The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ki-rin regains spent legendary actions at the start of its turn.
Detect. The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
Smite. The ki-rin makes a hoof attack or casts sacred flame.
Move. The ki-rin moves up to its half its speed without provoking opportunity attacks.
Source Volo's Guide

Killer Whale

Huge beast, unaligned
Challenge 3 (700 XP)

Armor Class: 12 (natural armor)
Hit Points: 90 (12d12+12)
Speed: swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
13 (+1)
3 (-4)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Senses: blindsight 120 ft.
Image

Echolocation. The whale can't use its blindsight while deafened.
Hold Breath. The whale can hold its breath for 30 minutes
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Source monster manual

Knight

Medium humanoid (any race), any alignment
Challenge 3 (700 XP)

Armor Class: 18 (plate)
Hit Points: 52 (8d8+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
14 (+2)
11 (0)
11 (0)
15 (+2)

Passive Perception: 10
Saving Throws: Con +4, Wis +2
Languages: any one language (usually Common)
Image

Brave. The knight has advantage on saving throws against being frightened.
 

Actions

Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
 

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Source monster manual

Kobold

Small humanoid (kobold), lawful evil
Challenge 1/8 (25 XP)

Armor Class: 12
Hit Points: 5 (2d6-2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
9 (-1)
8 (-1)
7 (-2)
8 (-1)

Passive Perception: 8
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Source monster manual

Kobold Dragonshield

Small humanoid (kobold), lawful evil
Challenge 1 (200 XP)

Armor Class: 15 (leather armor, shield)
Hit Points: 44 (8d6+16)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
14 (+2)
8 (-1)
9 (-1)
10 (0)

Passive Perception: 11
Skills: Perception +1
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

Dragon's Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black); 3-4, cold (white); 5-6, fire (red); 7-8, lightning (blue); 9-10, poison (green).
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The kobold makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (ld6+l) piercing damage, or 5 (ld8+l) piercing damage if used with two hands to make a melee attack.
Source Volo's Guide

Kobold Inventor

Small humanoid (kobold), lawful evil
Challenge 1/4 (50 XP)

Armor Class: 12
Hit Points: 13 (3d6+3)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
12 (+1)
8 (-1)
7 (-2)
8 (-1)

Passive Perception: 10
Skills: Perception +0
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

 

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Weapon Invention. The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day:

1. Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.

2. Alchemist’s fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

3. Basket of Centipedes. The kobold throws a small basket into a S-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there's a 50 percent chance that the swarm disperses.

4. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master’s Guide). Miss: A patch of green slime covers a randomly determined S-foot-square section of wall or floor within 5 feet of the target.

5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square.

6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest.

8. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there’s a 50 percent chance that the swarm disperses.
Source Volo's Guide

Kobold Scale Sorcerer

Small humanoid (kobold), lawful evil
Challenge 1 (200 XP)

Armor Class: 15 (natural armor)
Hit Points: 27 (5d6+10)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
14 (+2)
10 (0)
9 (-1)
14 (+2)

Passive Perception: 9
Skills: Arcana +2, Medicine +1
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips (at will): fire bolt, mage hand, mending, poison spray

1st level (4 slots): charm person, chromatic orb, expeditious retreat

2nd level (2 slots): scorching ray
Sorcery Points. Sorcery Points. The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:

Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell’s effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.

Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Pack Tactics. The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d4+2) piercing damage.
Source Volo's Guide

Korred

Small fey, chaotic neutral
Challenge 7 (2,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 102 (12d6+60)
Speed: 30 ft., burrow 30 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
14 (+2)
20 (+5)
10 (0)
15 (+2)
9 (-1)

Passive Perception: 15
Skills: Athletics +9, Perception +5, Stealth +5
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 120 ft., tremorsense 120 ft.
Languages: Dwarvish, Gnomish, Sylvan, Terran, Undercommon
Image

Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.
Innate Spellcasting. The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:

At will: commune with nature, meld into stone, stone shape

1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto’s irresistible dance
Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Stone's Strength. While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).
 

Actions

Multiattack. The korred makes two attacks with its greatclub or hurls two rocks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage, or 19 (3d8+6) bludgeoning damage if the korred is on the ground.
Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8+6) bludgeoning damage, or 24 (4d8+6) bludgeoning damage if the korred is on the ground.
Source Volo's Guide

Kraken

Gargantuan monstrosity (titan), chaotic evil
Challenge 23 (50,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 472 (27d20+189)
Speed: 20 ft., swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
11 (0)
25 (+7)
22 (+6)
18 (+4)
20 (+5)

Passive Perception: 14
Saving Throws: Str +17, Dex +7, Con +14, Int +13, Wis +11
Damage Immunities: lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: frightened, paralyzed
Senses: truesight 120 ft.
Languages: understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
Image

Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The kraken deals double damage to objects and structures.
 

Actions

Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.
Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.
Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.
Source monster manual

Kraken Priest

Medium humanoid (any race), any evil alignment
Challenge 5 (1,800 XP)

Armor Class: 10
Hit Points: 75 (10d8+30)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
10 (0)
16 (+3)
10 (0)
15 (+2)
14 (+2)

Passive Perception: 15
Skills: Perception +5
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Languages: any two languages
Image

Amphibious. The priest can breathe air and water.
Innate Spellcasting. The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: command, create or destroy water

3/day each: control water, darkness, water breathing, water walk

1/day each: call lightning, Evard’s black tentacles
 

Actions

Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
Voice of the Kraken (Recharges after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source Volo's Guide

Kuo-Toa

Medium humanoid (kuo-toa), neutral evil
Challenge 1/4 (50 XP)

Armor Class: 13 (natural armor, shield)
Hit Points: 18 (4d8)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
10 (0)
11 (0)
11 (0)
10 (0)
8 (-1)

Passive Perception: 14
Skills: Perception +4
Senses: darkvision 120 ft.
Languages: Undercommon
Image

Amphibious. The kuo-toa can breathe air and water.
Otherwordly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.
 

Reactions

Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.
Source monster manual

Kuo-Toa Archpriest

Medium humanoid (kuo-toa), neutral evil
Challenge 6 (2,300 XP)

Armor Class: 13 (natural armor)
Hit Points: 97 (13d8+39)
Speed: 31 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
16 (+3)
13 (+1)
16 (+3)
14 (+2)

Passive Perception: 19
Skills: Perception +9, Religion +6
Senses: darkvision 120 ft.
Languages: Undercommon
Image

Amphibious. The kuo-toa can breathe air and water.
Otherwordly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

• Cantrips (at will): guidance, sacred flame, thaumaturgy
• 1st level (4 slots): detect magic, sanctuary, shield of faith
• 2nd level (3 slots): hold person, spiritual weapon
• 3rd level (3 slots): spirit guardians, tongues
• 4th level (3 slots): control water, divination
• 5th level (2 slots): mass cure wounds, scrying
 

Actions

Multiattack. The kuo-toa makes two melee attacks.
Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Source monster manual

Kuo-Toa Monitor

Medium humanoid (kuo-toa), neutral evil
Challenge 2 (450 XP)

Armor Class: 13 (natural armor, unarmored defense)
Hit Points: 65 (10d8+20)
Speed: 33 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
10 (0)
14 (+2)
12 (+1)
14 (+2)
11 (0)

Passive Perception: 16
Skills: Perception +6, Religion +4
Senses: darkvision 120 ft.
Languages: Undercommon
Image

Amphibious. The kuo-toa can breathe air and water.
Otherwordly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unarmored Defense. The kuo-toa adds its Wisdom modifier to its armor class.
 

Actions

Multiattack. The kuo-toa makes one bite attack and two unarmed strikes.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.
Source monster manual

Kuo-Toa Whip

Medium humanoid (kuo-toa), neutral evil
Challenge 1 (200 XP)

Armor Class: 11 (natural armor)
Hit Points: 65 (10d8+20)
Speed: 32 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
10 (0)
14 (+2)
12 (+1)
14 (+2)
11 (0)

Passive Perception: 16
Skills: Perception +6, Religion +4
Senses: darkvision 120 ft.
Languages: Undercommon
Image

Amphibious. The kuo-toa can breathe air and water.
Otherwordly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

• Cantrips (at will): sacred flame, thaumaturgy
• 1st level (3 slots): bane, shield of faith
 

Actions

Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.
Source monster manual

Lamia

Large monstrosity, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 13 (natural armor)
Hit Points: 97 (13d10+26)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
15 (+2)
14 (+2)
15 (+2)
16 (+3)

Passive Perception: 12
Skills: Deception +7, Insight +4, Stealth +3
Senses: darkvision 60 ft.
Languages: Abyssal, Common
Image

Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas
 

Actions

Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
Source monster manual

Langdedrosa Cyanwrath

Medium humanoid (half-dragon), lawful evil
Challenge 4 (1,100 XP)

Armor Class: 17 (splint)
Hit Points: 57 (6d12+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
13 (+1)
16 (+3)
10 (0)
14 (+2)
12 (+1)

Passive Perception: 14
Saving Throws: Str +6, Con +5
Skills: Athletics +6, Intimidation +3, Perception +4
Damage Resistances: lightning
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Common, Draconic
Image

Action Surge (Recharges on a Short or Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.
 

Actions

Multiattack. Langdedrosa attacks twice, either with his greatsword or spear.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft.,/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Lightning Breath (Recharge 5-6). Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Source tyranny of dragons

Lemure

Medium fiend (devil), lawful evil
Challenge 0 (10 XP)

Armor Class: 7
Hit Points: 13 (3d8)
Speed: 15 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
5 (-3)
11 (0)
1 (-5)
11 (0)
3 (-4)

Passive Perception: 10
Damage Resistances: cold
Damage Immunities: fire, poison
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 120 ft.
Languages: understands infernal but can't speak
Image

Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.
Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.
 

Actions

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage
Source monster manual

Leucrotta

Large monstrosity, chaotic evil
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 67 (9d10+18)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
15 (+2)
9 (-1)
12 (+1)
6 (-2)

Passive Perception: 13
Skills: Deception +2, Perception +3
Senses: darkvision 60 ft.
Languages: Abyssal, Gnoll
Image

Keen Smell. The leucrotta has advantage on Wisdom (Perception) checks that rely on smell.
Kicking Retreat. If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.
Mimicry. The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Rampage. When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.
 

Actions

Multiattack. The leucrotta makes two attacks: one with its bite and one with its hooves.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Source Volo's Guide

Lich

Medium undead, any evil alignment
Challenge 21 (33,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 135 (18d8+54)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
16 (+3)
20 (+5)
14 (+2)
16 (+3)

Passive Perception: 19
Saving Throws: Con +10, Int +12, Wis +9
Skills: Arcana +18, History +12, Insight +9, Perception +9
Damage Resistances: cold, lightning, necrotic
Damage Immunities: poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: truesight 120 ft.
Languages: Common plus up to five other languages
Image

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

• Cantrips (at will): mage hand, prestidigitation, ray of frost
• 1st level (4 slots): detect magic, magic missile, shield, thunderwave
• 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
• 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
• 4th level (3 slots): blight, dimension door
• 5th level (3 slots): cloudkill, scrying
• 6th level (1 slot): disintegrate, globe of invulnerability
• 7th level (1 slot): finger of death, plane shift
• 8th level (1 slot): dominate monster, power word stun
• 9th level (1 slot): power word kill
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
 

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Legendary Actions

Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Source monster manual

Lifferlas

Huge plant, unaligned
Challenge 0 (10 XP)

Armor Class: 13 (natural armor)
Hit Points: 59 (7d12+14)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
6 (-2)
15 (+2)
10 (0)
10 (0)
7 (-2)

Passive Perception: 10
Damage Resistances: blugdeoning, piercing
Damage Vulnerabilities: fire
Languages: Common
Image

False Appearance. While Lifferlas remains motionless, it is indistinguishable from a normal tree.
Roleplaying Information. A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their name and initials into his body and hang from his boughs, and he's happy with that.

Ideal: "I exist to protect the people and plants of Goldenfields."
Bond: "Children are wonderful. I would do anything to make them feel happy and safe."
Flaw: "I can't remember people's names and often get them mixed up."
 

Actions

Multiattack. Lifferlas makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.
Source storm kings thunder

Lion

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 12
Hit Points: 26 (4d10+4)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
13 (+1)
3 (-4)
12 (+1)
8 (-1)

Passive Perception: 13
Skills: Perception +3, Stealth +6
Image

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Pounce. If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 ft..
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Source monster manual

Lizard

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 10
Hit Points: 2 (1d4)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
11 (0)
10 (0)
1 (-5)
8 (-1)
3 (-4)

Passive Perception: 9
Senses: darkvision 30 ft.
Image

 

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Source monster manual

Lizard King/Queen

Medium humanoid (lizardfolk), chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 78 (12d8+24)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
15 (+2)
11 (0)
11 (0)
15 (+2)

Passive Perception: 14
Saving Throws: Con +4, Wis +2
Skills: Perception +4, Stealth +5, Survival +4
Condition Immunities: frightened
Senses: darkvision 60 ft.
Languages: Abyssal, Draconic
Image

Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Skewer. Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.
 

Actions

Multiattack. The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Source monster manual

Lizardfolk

Medium humanoid (lizardfolk), neutral
Challenge 1/2 (100 XP)

Armor Class: 15 (natural armor, shield)
Hit Points: 22 (4d8+4)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (0)
13 (+1)
7 (-2)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3, Stealth +4, Survival +5
Languages: Draconic
Image

Hold Breath. The lizardfolk can hold its breath for 15 minutes.
 

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source monster manual

Lizardfolk Shaman

Medium humanoid (lizardfolk), neutral
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 27 (5d8+5)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (0)
13 (+1)
10 (0)
15 (+2)
8 (-1)

Passive Perception: 14
Skills: Perception +4, Stealth +4, Survival +6
Languages: Draconic
Image

Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:

• Cantrips (at will): druidcraft, produce flame, thorn whip
• 1st Level (4 slots): entangle, fog cloud
• 2nd Level (3 slots): heat metal, spike growth
• 3rd Level (2 slots): conjure animals (reptiles only), plant growth
 

Actions

Multiattack (Lizardfolk Form Only). The lizardfolk makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Change Shape (Recharges after a Short or Long Rest). The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Source monster manual

Madam Eva

Medium humanoid (human), chaotic neutral
Challenge 10 (5,900 XP)

Armor Class: 10
Hit Points: 88 (16d8+16)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
11 (0)
12 (+1)
17 (+3)
20 (+5)
18 (+4)

Passive Perception: 19
Saving Throws: Con +5
Skills: Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7
Languages: Abyssal, Common, Elvish, Infernal
Image

Spellcasting. Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared:

• Cantrips (at will): light, mending, sacred flame, thaumaturgy

•1st level (4 slots): bane, command, detect evil and good, protection from evil and good

•2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon

•3rd level (3 slots): create food and water, speak with dead, spirit guardians

•4th level (3 slots): divination, freedom of movement, guardians of faith

•5th level (2 slots): greater restoration, raise dead

•6th level (1 slot): find the path, harm, true seeing

•7th level (1 slot): fire storm, regenerate

•8th level (1 slot): earthquake
 

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Curse (Recharges after a Long Rest). Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Madam Eva takes 5d6 psychic damage.
Evil Eye (Recharges after a Short or Long Rest). Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.
Source curse of strahd

Maegera the Dawn Titan

Gargantuan elemental, chaotic evil
Challenge 23 (50,000 XP)

Armor Class: 16
Hit Points: 341 (22d20+110)
Speed: 50 ft..

STR
DEX
CON
INT
WIS
CHA
21 (+5)
22 (+6)
20 (+5)
10 (0)
10 (0)
19 (+4)

Passive Perception: 10
Saving Throws: Con +12, Wis +7, Cha +11
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire, poison
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: blindsight 120 ft.
Languages: Ignan
Image

Empowered Attacks. Maegera's slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks.
Fire Aura. At the start of each of Maegera's turns, each creature within 30 feet of it takes 35 (10d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 35 (10d6) fire damage from touching Maegera or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing damage to it.
Fire Form. Maegera can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing if fire could pass through that space.
Illumination. Maegera sheds bright light in a 120-foot radius and dim light in an additional 120 ft..
Innate Spellcasting. Maegera's can innately cast fireball (spell save DC 19) at will, requiring no material components. Maegera's spell casting ability is Charisma.
Magic Resistance. Maegera has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. Maegera makes three slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 35 (10d6) fire damage
 

Legendary Actions

Quench Magic. Maegera targets one creature that it can see within 60 feet of it. Any resistence or immunity to fire damage that the target gains from a spell or magic item is suppressed. The effect lasts until the end of Maegera's next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60 feet cube. Each creature in the area takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera's next turn. Creatures completely in the cloud are blinded and can't be seen.
Create Fire Elemental (Costs 3 Actions). Maegera's hit points are reduced by 50 as part of it separates and becomes a fire elemental with 102 hit points. The fire element appears in an unoccupied space within 15 feet of Maegera and acts on Maegera's initiative count. Maegera can't use this action if it has 50 hit points or fewer. The fire element obeys Maegera's commands and fights until destroyed.
Source storm kings thunder

Mage

Medium humanoid (any race), any alignment
Challenge 6 (2,300 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 40 (9d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
11 (0)
17 (+3)
12 (+1)
11 (0)

Passive Perception: 11
Saving Throws: Int +6, Wis +4
Skills: Arcana +6, History +6
Languages: any four languages
Image

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

• Cantrips (at will): fire bolt, light, mage hand, prestidigitation
• 1st level (4 slots): detect magic, mage armor, magic missile, shield
• 2nd level (3 slots): misty step, suggestion
• 3rd level (3 slots): counterspell, fireball, fly
• 4th level (3 slots): greater invisibility, ice storm
• 5th level (1 slot): cone of cold
 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source monster manual

Magma Mephit

Small elemental, neutral evil
Challenge 1/2 (100 XP)

Armor Class: 11
Hit Points: 22 (5d6+5)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
12 (+1)
12 (+1)
7 (-2)
10 (0)
10 (0)

Passive Perception: 10
Skills: Stealth +3
Damage Vulnerabilities: cold
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Ignan, Terran
Image

Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
 

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Magmin

Small elemental, chaotic neutral
Challenge 1/2 (100 XP)

Armor Class: 14 (natural armor)
Hit Points: 9 (2d6+2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
12 (+1)
8 (-1)
11 (0)
10 (0)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire
Senses: darkvision 60 ft.
Languages: Ignan
Image

Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.
 

Actions

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns.
Source monster manual

Male Steeder

Medium beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 12 (natural armor)
Hit Points: 13 (2d8+4)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
14 (+2)
2 (-4)
10 (0)
3 (-4)

Passive Perception: 10
Skills: Stealth +5
Senses: darkvision 120 ft.
Languages: -
Image

Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Leap. The steeder can expend all its movement on its turn to jump up to 60 feet vertically or horizontally, provided that is speed is at least 30 feet.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4 (1d8) acid damage on a failed save, or half as much damage on a successful one.
Sticky Leg (Recharges when the Steeder Has No Creatures Grappled. Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck ot the steeder's leg and grappled until it escapes (escape DC 12)
Source out of the abyss

Mammoth

Huge beast, unaligned
Challenge 6 (2,300 XP)

Armor Class: 13 (natural armor)
Hit Points: 126 (11d12+55)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
9 (-1)
21 (+5)
3 (-4)
11 (0)
6 (-2)

Passive Perception: 10
Image

Trampling Charge. If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
 

Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Source monster manual

Manes

Small fiend (demon), chaotic evil
Challenge 1/8 (25 XP)

Armor Class: 9 (natural armor)
Hit Points: 9 (2d6+2)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
9 (-1)
13 (+1)
3 (-4)
8 (-1)
4 (-3)

Passive Perception: 9
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 60 ft.
Languages: understands Abyssal but can't speak
Image

 

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
Source monster manual

Manticore

Large monstrosity, lawful evil
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 68 (8d10+24)
Speed: 30 ft., fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
16 (+3)
17 (+3)
7 (-2)
12 (+1)
8 (-1)

Passive Perception: 11
Senses: darkvision 60 ft.
Image

Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
 

Actions

Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Source monster manual

Marid

Large elemental, chaotic neutral
Challenge 11 (7,200 XP)

Armor Class: 17 (natural armor)
Hit Points: 229 (17d10+136)
Speed: 30 ft., fly 60 ft., swim 90 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
12 (+1)
26 (+8)
18 (+4)
17 (+3)
18 (+4)

Passive Perception: 13
Saving Throws: Dex +5, Wis +7, Cha +8
Damage Resistances: acid, cold, lightning
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Aquan
Image

Amphibious. The marid can breathe air and water.
Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.
Innate Spellcasting. The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink
3/day each: tongues, water breathing, water walk
1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift
Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.
Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
Wishes.
The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.
To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.
 

Actions

Multiattack. The marid makes two trident attacks.
Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack.
Water Jet. The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.
Source monster manual

Marilith

Large fiend (demon), chaotic evil
Challenge 16 (15,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 189 (18d10+90)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
20 (+5)
20 (+5)
18 (+4)
16 (+3)
20 (+5)

Passive Perception: 13
Saving Throws: Str +9, Con +10, Wis +8, Cha +10
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: truesight 120 ft.
Languages: Abyssal, telepathy 120 ft.
Image

Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons. The marilith's weapon attacks are magical.
Reactive. The marilith can take one reaction on every turn in combat.
 

Actions

Multiattack. The marilith can make seven attacks: six with its longswords and one with its tail.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.
Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
 

Reactions

Parry. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
Source monster manual

Markham Southwell

Medium humanoid (Turami human), lawful good
Challenge 0 (10 XP)

Armor Class: 17 (splint)
Hit Points: 58 (9d8+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
13 (+1)
14 (+2)
11 (0)
16 (+3)
14 (+2)

Passive Perception: 16
Skills: Perception +5, Survival +5
Languages: Common
Image

Roleplaying Information. Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words.

Ideal: "All people deserve to be treated with dignity."
Bond: "Duvessa is a natural leader, but she needs help. That's my job."
Flaw: "I bury my emotions and have no interest in small talk."
 

Actions

Multiattack. Markham makes two melee attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. Markham carries twenty crossbow bolts.
Source storm kings thunder

Marlos Urnrayle

Medium monstrosity, neutral evil
Challenge 8 (3,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 136 (16d8+64)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
11 (0)
18 (+4)
12 (+1)
13 (+1)
17 (+3)

Passive Perception: 14
Skills: Arcana +4, Deception +6, Perception +4
Damage Resistances: acid
Senses: darkvision 60 ft., tremorsense 60 ft.
Languages: Common, Terran
Image

Earthen Defeat. When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind.
Earth Passage. Marlos can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is shunted into the nearest space he last occupied.
Legendary Resistance (2/Day). If Marlos fails a saving throw, he can choose to succeed instead.
Petrifying Gaze. When a creature that can see Marlos's eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.
If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze.
 

Actions

Multiattack. Marlos makes three melee attacks, one with his snake hair and two with Ironfang.
Snake Hair. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 14 (4d6) poison damage.
Ironfang. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) thunder damage.
Source elemental evil

Martial Arts Adept

Medium humanoid (any race), any alignment
Challenge 3 (700 XP)

Armor Class: 16
Hit Points: 60 (11d8+11)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
17 (+3)
13 (+1)
11 (0)
16 (+3)
10 (0)

Passive Perception: 13
Skills: Acrobatics +5, Insight +5, Stealth +5
Languages: any one language (usually Common)
Image

Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
 

Actions

Multiattack. The adept makes three unarmed strikes or three dart attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:

• The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).

•The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.

•The target must succeed on a DC 13 Constitution saving throw or be stunned until the end ot'the adept’s next turn.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage.
 

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.
Source Volo's Guide

Master Thief

Medium humanoid (any race), any alignment
Challenge 5 (1,800 XP)

Armor Class: 16 (studded leather armor)
Hit Points: 83 (13d8+26)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
18 (+4)
14 (+2)
11 (0)
11 (0)
12 (+1)

Passive Perception: 13
Saving Throws: Dex +7, Int +3
Skills: Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7
Languages: any one language (usually Common) plus thieves' cant
Image

Cunning Action. On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll.
 

Actions

Multiattack. The thief makes three attacks with its shortsword.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.
 

Reactions

Uncanny Dodge. The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.
Source Volo's Guide

Mastiff

Medium beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 12
Hit Points: 5 (1d8+1)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
14 (+2)
12 (+1)
3 (-4)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Image

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Source monster manual

Maw Demon

Medium fiend (demon), chaotic evil
Challenge 1 (200 XP)

Armor Class: 13 (natural armor)
Hit Points: 33 (6d8+6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
8 (-1)
13 (+1)
5 (-3)
8 (-1)
5 (-3)

Passive Perception: 9
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 60 ft.
Languages: understands Abyssal but can't speak
Image

Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.
Source Volo's Guide

Medusa

Medium monstrosity, lawful evil
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 127 (17d8+51)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
16 (+3)
12 (+1)
13 (+1)
15 (+2)

Passive Perception: 14
Skills: Deception +5, Insight +4, Perception +4, Stealth +5
Senses: darkvision 60 ft.
Languages: Common
Image

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
 

Actions

Multiattack. The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow.
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
Source monster manual

Meenlock

Small fey, neutral evil
Challenge 2 (450 XP)

Armor Class: 15 (natural armor)
Hit Points: 31 (7d6+7)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
12 (+1)
11 (0)
10 (0)
8 (-1)

Passive Perception: 14
Skills: Perception +4, Stealth +6, Survival +2
Condition Immunities: frightened
Senses: darkvision 120 ft.
Languages: telepathy 120 ft.
Image

Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn.
Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shadow Teleport (Recharge 5-6). As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.
 

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source Volo's Guide

Merfolk

Medium humanoid (merfolk), neutral
Challenge 1/8 (25 XP)

Armor Class: 11
Hit Points: 11 (2d8+2)
Speed: 10 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
13 (+1)
12 (+1)
11 (0)
11 (0)
12 (+1)

Passive Perception: 12
Skills: Perception +2
Languages: Aquan, Common
Image

Amphibious. The merfolk can breathe air and water.
 

Actions

Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
Source monster manual

Merrow

Large monstrosity, chaotic evil
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 45 (6d10+12)
Speed: 10 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
15 (+2)
8 (-1)
10 (0)
9 (-1)

Passive Perception: 10
Senses: darkvision 60 ft.
Languages: Abyssal, Aquan
Image

Amphibious. The merrow can breathe air and water.
 

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.
Source monster manual

Mezzoloth

Medium fiend (yugoloth), neutral evil
Challenge 5 (1,800 XP)

Armor Class: 18 (natural armor)
Hit Points: 75 (10d8+30)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
11 (0)
16 (+3)
7 (-2)
10 (0)
11 (0)

Passive Perception: 13
Skills: Perception +3
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: acid, poison
Condition Immunities: poisoned
Senses: blindsight 60 ft., darkvision 60 ft.
Languages: Abyssal, Infernal, telepathy 60 ft.
Image

Innate Spellcasting. The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:

2/day each: darkness, dispel magic
1/day: cloudkill
Magic Resistance. The mezzoloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The mezzoloth's weapon attacks are magical.
 

Actions

Multiattack. The mezzoloth makes two attacks: one with its claws and one with its trident.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when held with two claws and used to make a melee attack.
Teleport. The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Variant: Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning.
A mezzoloth has a 30 percent chance of summoning one mezzoloth.
A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
Source monster manual

Mimic

Medium monstrosity (shapechanger), neutral
Challenge 2 (450 XP)

Armor Class: 12 (natural armor)
Hit Points: 58 (9d8+18)
Speed: 15 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
15 (+2)
5 (-3)
13 (+1)
8 (-1)

Passive Perception: 11
Skills: Stealth +5
Damage Immunities: acid
Condition Immunities: prone
Senses: darkvision 60 ft.
Image

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
 

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
Source monster manual

Mind Flayer

Medium aberration, lawful evil
Challenge 7 (2,900 XP)

Armor Class: 15 (breastplate)
Hit Points: 71 (13d8+13)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
12 (+1)
12 (+1)
19 (+4)
17 (+3)
17 (+3)

Passive Perception: 16
Saving Throws: Int +7, Wis +6, Cha +6
Skills: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon, telepathy 120 ft.
Image

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
 

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source monster manual

Mind Flayer Arcanist

Medium aberration, lawful evil
Challenge 8 (3,900 XP)

Armor Class: 15 (breastplate)
Hit Points: 71 (13d8+13)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
12 (+1)
12 (+1)
19 (+4)
17 (+3)
17 (+3)

Passive Perception: 16
Saving Throws: Int +7, Wis +6, Cha +6
Skills: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon, telepathy 120 ft.
Image

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Spellcasting. The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:

• Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
• 1st level (4 slots): detect magic, disguise self, shield, sleep
• 2nd level (3 slots): blur, invisibility, ray of enfeeblement
• 3rd level (3 slots): clairvoyance, lightning bolt, sending
• 4th level (3 slots): confusion, hallucinatory terrain
• 5th level (2 slots): telekinesis, wall of force
 

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source monster manual

Mind Flayer Psion

Medium aberration, lawful evil
Challenge 8 (3,900 XP)

Armor Class: 15 (breastplate)
Hit Points: 71 (13d8+13)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
12 (+1)
12 (+1)
19 (+4)
17 (+3)
17 (+3)

Passive Perception: 16
Saving Throws: Int +7, Wis +6, Cha +6
Skills: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon, telepathy 120 ft.
Image

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: guidance, mage hand, vicious mockery, true strike

1st-level (4 slots): charm person, command, comprehend languages, sanctuary

2nd level (3 slots): crown of madness, phantasmal force, see invisibility

3rd level (3 slots): clairvoyance, fear, meld into stone

4th level (3 slots): confusion, stone shape

5th level (2 slots): scrying, telekinesis
 

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source Volo's Guide

Mindwitness

Large aberration, lawful evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 75 (10d10+20)
Speed: 0 ft., fly 20 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
14 (+2)
15 (+2)
15 (+2)
10 (0)

Passive Perception: 18
Saving Throws: Int +5, Wis +5
Skills: Perception +8
Condition Immunities: prone
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon, telepathy 600 ft.
Image

Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.
 

Actions

Multiattack. The mindwitness makes two attacks: one with its tentacles and one with its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage.
Tentacles. Melee Weapon Attack: +5 to hit, reach 5 it, one creature. Hit: 20 (4d8+2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
Eye Rays. Eye Rays. The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Aversion Ray: The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. Fear Ray: The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Psychic Ray: The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.

4. Slowing Ray: The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Stunning Ray: The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.

6. Telekinetic Ray: If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the mindwitness is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Source Volo's Guide

Minotaur

Large monstrosity, chaotic evil
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 76 (9d10+27)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
11 (0)
16 (+3)
6 (-2)
16 (+3)
9 (-1)

Passive Perception: 17
Skills: Perception +7
Senses: darkvision 60 ft.
Languages: Abyssal
Image

Charge. If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
 

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Source monster manual

Minotaur Skeleton

Large undead, lawful evil
Challenge 2 (450 XP)

Armor Class: 12 (natural armor)
Hit Points: 67 (9d10+18)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
11 (0)
15 (+2)
6 (-2)
8 (-1)
5 (-3)

Passive Perception: 9
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: understands Abyssal but can't speak
Image

Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
 

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Source monster manual

Miraj Vizann

Medium humanoid (earth genasi), neutral evil
Challenge 6 (2,300 XP)

Armor Class: 10 (13 with mage armor)
Hit Points: 82 (11d8+33)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
10 (0)
17 (+3)
13 (+1)
11 (0)
18 (+4)

Passive Perception: 10
Skills: Arcana +4, Deception +7
Languages: Common, Primordial
Image

Earth Walk. Moving through difficult terrain made of earth or stone costs Miraj no extra movement.
Innate Spellcasting. Miraj's innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components:

• 1/day: pass without trace
Spellcasting. Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells:

• Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth
• 1st level (4 slots): chromatic orb, mage armor, magic missile
• 2nd level (3 slots): Maximilian's earthen grasp, shatter, suggestion
• 3rd level (3 slots): counterspell, erupting earth
• 4th level (3 slots): polymorph, stoneskin
• 5th level (2 slots): wall of stone
• 6th level (1 slot): move earth
 

Actions

Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage when used with two hands.
Source elemental evil

Miros Xelbrin

Medium humanoid (Damaran human), neutral good
Challenge 0 (10 XP)

Armor Class: 10
Hit Points: 22 (4d8+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (0)
15 (+2)
11 (0)
12 (+1)
14 (+2)

Passive Perception: 13
Skills: Intimidation +4, Perception +3
Languages: Common
Image

Roleplaying Information. Innkeeper Miros is a retired carnival attraction, dubbed "the Yeti" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound.

Ideal: "As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist."
Bond: "Make fun of me all you like, but don't speak ill of my inn or my employees."
Flaw: "When something upsets me, I have a tendency to fly into a rage."
 

Actions

Bear Hug. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage, and the target grappled (escape DC 13) and takes 5 (1d4 + 3) bludgeoning damage at the start of each of Miros's turns until the grapple ends. Miros cannot make attacks while grappling a creature.
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+1) bludgeoning damage
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Miros carries ten crossbow bolts.
Source storm kings thunder

Mongrelfolk

Medium humanoid (mongrelfolk), any alignment
Challenge 1/4 (50 XP)

Armor Class: 11 (natural armor)
Hit Points: 26 (4d8+8)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
9 (-1)
15 (+2)
9 (-1)
10 (0)
6 (-2)

Passive Perception: 12
Skills: Deception +2, Perception +2, Stealth +3
Languages: Common
Image

Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:

1-3 — Amphibious: The mongrelfolk can breathe air and water.

4-9 — Darkvision: The mongrelfolk has darkvision out to a range of 60 feet.

10 — Flight: The mongrelfolk has leathery wings and a flying speed of 40 feet.

11-15 — Keen Hearing and Smell: The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.

16-17 — Spider Climb: The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

18-19 — Standing Leap: The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.

20 — Two-Headed: The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Mimicry. The mongrelfolk can mimic any sounds it has beard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.
 

Actions

Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.
Source curse of strahd

Monodrone

Medium construct, construct
Challenge 1/8 (25 XP)

Armor Class: 15 (natural armor)
Hit Points: 5 (1d8+1)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
13 (+1)
12 (+1)
4 (-3)
10 (0)
5 (-3)

Passive Perception: 10
Senses: truesight 120 ft.
Languages: Modron
Image

Axiomatic Mind. The monodrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
 

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6) piercing damage.
Source monster manual

Morkoth

Medium aberration, chaotic evil
Challenge 11 (7,200 XP)

Armor Class: 17 (natural armor)
Hit Points: 130 (20d8+40)
Speed: 25 ft., swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
14 (+2)
20 (+5)
15 (+2)
13 (+1)

Passive Perception: 20
Saving Throws: Dex +6, Int +9, Wis +6
Skills: Arcana +9, History +9, Perception +10, Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: telepathy 120 ft.
Image

Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared:

Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp

1st level (4 slots): detect magic, identify, shield, witch bolt

2nd level (3 slots): darkness, detect thoughts, shatter

3rd level (3 slots): dispel magic, lightning bolt, sending

4th level (3 slots): dimension door, Evard’s black tentacles

5th level (3 slots): geas, scrying

6th level (1 slot): chain lightning
 

Actions

Multiattack. The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 9 (2d6+2) slashing damage.
Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8+2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8+2) bludgeoning damage at the start of each of the morkoth's turns. and the morkoth can't use its tentacles on another target.
Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours.
 

Reactions

Spell Reflection. If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Source Volo's Guide

Mormesk the Wraith

Medium undead, neutral evil
Challenge 3 (700 XP)

Armor Class: 13
Hit Points: 45 (6d8+18)
Speed: 0 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
16 (+3)
16 (+3)
12 (+1)
14 (+2)
15 (+2)

Passive Perception: 12
Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: necrotic, poison
Condition Immunities: charmed, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft.
Languages: Common, Infernal
Image

Incorporeal Movement. The wraith can move through an object or another creature, but can't stop there.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
 

Actions

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.
Source lost mine of phandelver

Mouth of Grolantor

Huge giant (hill giant), chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 14 (natural armor)
Hit Points: 105 (10d12+40)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (0)
18 (+4)
5 (-3)
7 (-2)
5 (-3)

Passive Perception: 11
Skills: Perception +1
Condition Immunities: frightened
Languages: Giant
Image

Mouth of Madness. The giant is immune to confusion spells and similar magic.
On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant’s turns to determine its action for that turn:

1-3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.

4-5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.

6-7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.

8-10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
 

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6+5) piercing damage, and the giant magically regains hit points equal to the damage dealt.
Fist. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 18 (3d8+5) bludgeoning damage.
Source Volo's Guide

Mud Mephit

Small elemental, neutral evil
Challenge 1/4 (50 XP)

Armor Class: 11
Hit Points: 27 (6d6+6)
Speed: 20 ft., fly 20 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
12 (+1)
12 (+1)
9 (-1)
11 (0)
7 (-2)

Passive Perception: 10
Skills: Stealth +3
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Aquan, Terran
Image

Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 ft. of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.
 

Actions

Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage.
Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 ft. of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Mule

Medium beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 10
Hit Points: 11 (2d8+2)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
10 (0)
13 (+1)
2 (-4)
10 (0)
5 (-3)

Passive Perception: 10
Image

Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
 

Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Source monster manual

Mummy

Medium undead, lawful evil
Challenge 3 (700 XP)

Armor Class: 11 (natural armor)
Hit Points: 58 (9d8+18)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
8 (-1)
15 (+2)
6 (-2)
10 (0)
12 (+1)

Passive Perception: 10
Saving Throws: Wis +2
Damage Vulnerabilities: fire
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: necrotic, poisoned
Senses: darkvision 60 ft.
Languages: the languages it knew in life
Image

 

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
Source monster manual

Mummy Lord

Medium undead, lawful evil
Challenge 15 (13,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 97 (13d8+39)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
17 (+3)
11 (0)
18 (+4)
16 (+3)

Passive Perception: 14
Saving Throws: Con +8, Int +5, Wis +9, Cha +8
Skills: History +5, Religion +5
Damage Vulnerabilities: bludgeoning
Damage Immunities: necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: the languages it knew in life
Image

Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.
Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:

• Cantrips (at will): sacred flame, thaumaturgy
• 1st level (4 slots): command, guiding bolt, shield of faith
• 2nd level (3 slots): hold person, silence, spiritual weapon
• 3rd level (3 slots): animate dead, dispel magic
• 4th level (3 slots): divination, guardian of faith
• 5th level (2 slots): contagion, insect plague
• 6th level (1 slot): harm
 

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.
 

Legendary Actions

Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.
Source monster manual

Myconid Adult

Medium plant, lawful neutral
Challenge 1/2 (100 XP)

Armor Class: 12 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
10 (0)
12 (+1)
10 (0)
13 (+1)
7 (-2)

Passive Perception: 11
Senses: darkvision 120 ft.
Image

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
 

Actions

Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.
Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Source monster manual

Myconid Sovereign

Large plant, lawful neutral
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 60 (8d10+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
10 (0)
14 (+2)
13 (+1)
15 (+2)
10 (0)

Passive Perception: 12
Senses: darkvision 120 ft.
Image

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
 

Actions

Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.
Animating Spores. The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.
Hallucination Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pacifying Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rapport Spores. A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Source monster manual

Myconid Sprout

Small plant, lawful neutral
Challenge 0 (10 XP)

Armor Class: 10
Hit Points: 7 (2d6)
Speed: 10 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
10 (0)
10 (0)
8 (-1)
11 (0)
5 (-3)

Passive Perception: 10
Senses: darkvision 120 ft.
Image

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
 

Actions

Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3/Day). A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Source monster manual

Naergoth Bladelord

Medium undead, neutral evil
Challenge 11 (7,200 XP)

Armor Class: 18 (plate)
Hit Points: 135 (18d8+54)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
16 (+3)
12 (+1)
14 (+2)
16 (+3)

Passive Perception: 16
Saving Throws: Dex +5, Wis +4
Skills: Perception +6, Stealth +5
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

Sunlight Sensitivity. While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) if used with two hands, plus 10 (3d6) necrotic damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 10 (3d6) necrotic damage.
Source tyranny of dragons

Nalfeshnee

Large fiend (demon), chaotic evil
Challenge 13 (10,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 184 (16d10+96)
Speed: 20 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (0)
22 (+6)
19 (+4)
12 (+1)
15 (+2)

Passive Perception: 11
Saving Throws: Con +11, Int +9, Wis +6, Cha +7
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: truesight 120 ft.
Languages: Abyssal, telepathy 120 ft.
Image

Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Horror Nimbus (Recharge 5-6). The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.
Teleport. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Narrak

Small humanoid (derro), chaotic evil
Challenge 2 (450 XP)

Armor Class: 12 (15 to mage armor)
Hit Points: 40 (9d6+9)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
13 (+1)
14 (+2)
5 (-3)
16 (+3)

Passive Perception: 7
Skills: Arcana +4, Stealth +4
Senses: darkvision 120 ft.
Languages: Dwarvish, Undercommon
Image

Insanity. Droki has advantage on saving throws against being charmed or frightened.
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Spellcasting. Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save DC 13, +5 to hit with spell attacks) Narrak has two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following Warlock spells:

Cantrips (at will): eldritch blast, friends, poison spray
1st level: armor of Agathys, charm person, hex
2nd level: hold person, ray of enfeeblement, spider climb
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Armor of Shadows (Recharges after a Short or Long Rest). Narrak casts mage armor on himself
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage.
 

Reactions

One with Shadows. While he is in a dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction.
Source out of the abyss

Narth Tezrin

Medium humanoid (Tethyrian human), chaotic good
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 18 (4d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
10 (0)
12 (+1)
14 (+2)
16 (+3)

Passive Perception: 16
Skills: Insight +4, Investigation +3, Perception +6, Persuasion +5
Languages: Common, Dwarvish
Image

Cunning Action. On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action.
Roleplaying Information. Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runsa a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned.

Ideal: "The bigger the risk, the greater the reward."
Bond: "I adore my colleague Alestra, and I'd like to do something to impress her."
Flaw: "I'll risk life and limb to become a legend.-"
 

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Narth carries twenty crossbow bolts.
Source storm kings thunder

Naxene Drathkala

Medium humanoid (Turami human), neutral good
Challenge 0 (10 XP)

Armor Class: 10 (13 with mage armor)
Hit Points: 27 (6d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
11 (0)
11 (0)
17 (+3)
12 (+1)
11 (0)

Passive Perception: 11
Skills: Arcana +5, History +5
Languages: Common, Draconic, Dwarvish, Elvish
Image

Spellcasting. Naxene is a 6th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): fly, lightning bolt
Roleplaying Information. Goldenfields' crops are vital Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adeuately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.

Ideal: "There's no problem that can't be solved with magic."
Bond: "I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land."
Flaw: "I'm too smart to be wrong about anything."
 

Actions

Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
Source storm kings thunder

Necromancer

Medium humanoid (any race), any alignment
Challenge 9 (5,000 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 66 (12d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
12 (+1)
17 (+3)
12 (+1)
11 (0)

Passive Perception: 11
Saving Throws: Int +7, Wis +5
Skills: Arcana +7, History +7
Damage Resistances: necrotic
Languages: any four languages
Image

Spellcasting. The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mending

1st level (4 slots):false life*, mage armor, ray of sickness*

2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web

3rd level (3 slots): animate dead*, bestow curse*, vampiric touch*

4th level (3 slots): blight*, dimension door, stoneskin

5th level (2 slots): Bigby’s hand, cloudkill

6th level (1 slot): circle of death*

*Necromancy spell of 1st level or higher
Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.
 

Actions

Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.
Source Volo's Guide

Needle Blight

Medium plant, neutral evil
Challenge 1/4 (50 XP)

Armor Class: 12 (natural armor)
Hit Points: 11 (2d8+2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
12 (+1)
13 (+1)
4 (-3)
8 (-1)
3 (-4)

Passive Perception: 9
Condition Immunities: blinded, deafened
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: understands Common but can't speak
Image

 

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.
Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Source monster manual

Neogi

Small aberration, lawful evil
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 33 (6d6+12)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
16 (+3)
14 (+2)
13 (+1)
12 (+1)
15 (+2)

Passive Perception: 13
Skills: Intimidation +4, Perception +3
Senses: darkvision 60 ft.
Languages: Common, Deep Speech, Undercommon
Image

Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened. and magic can't put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Multiattack. The neogi makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.
Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Source Volo's Guide

Neogi Hatchling

Tiny aberration, lawful evil
Challenge 1/8 (25 XP)

Armor Class: 11
Hit Points: 7 (3d4)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
13 (+1)
10 (0)
6 (-2)
10 (0)
9 (-1)

Passive Perception: 10
Senses: darkvision 60 ft.
Image

Mental Fortitude. The hatchling has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep.
Spider Climb. The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source Volo's Guide

Neogi Master

Medium aberration, lawful evil
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 71 (13d6+26)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
16 (+3)
14 (+2)
16 (+3)
12 (+1)
18 (+4)

Passive Perception: 13
Saving Throws: Wis +3
Skills: Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6
Senses: darkvision 120 ft. (penetrates magical darkness)
Languages: Common, Deep Speech, Undercommon, telepathy 30 ft.
Image

Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.
Spellcasting. The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery

1st—4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant
Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Multiattack. The neogi makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.
Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Source Volo's Guide

Neothelid

Gargantuan aberration, chaotic evil
Challenge 13 (10,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 325 (21d20+105)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
7 (-2)
21 (+5)
3 (-4)
16 (+3)
12 (+1)

Passive Perception: 13
Saving Throws: Int +1, Wis +8, Cha +6
Senses: blindsight 120 ft.
Image

Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Innate Spellcasting (Psionics). The neothelid’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: levitate

1/day each: confusion, feeblemind, telekinesis
Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects.
 

Actions

Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid’s turns.
If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Acid Breath (Recharges 5-6). The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.
Source Volo's Guide

Neronvain

Medium humanoid (elf), neutral evil
Challenge 9 (5,000 XP)

Armor Class: 17
Hit Points: 117 (18d8+36)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
17 (+3)
15 (+2)
16 (+3)
13 (+1)
18 (+4)

Passive Perception: 15
Saving Throws: Con +6, Wis +5
Skills: Arcana +7, Perception +5
Damage Immunities: poison
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 60 ft.
Languages: Common, Draconic, Elvish, Infernal
Image

Draconic Majesty. Neronvain adds his Charisma bonus to his AC (included).
 

Actions

Fey Ancestry. Magic can't put Neronvain to sleep.
Multiattack. Neronvain makes two attacks, either with his shortsword or Eldritch Arrow.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8) poison damage.
Eldritch Arrow. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage plus 9 (2d8) poison damage.
Poisonous Cloud (2/Day). Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain's next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source tyranny of dragons

Nezznar the Black Spider

Medium humanoid (elf), neutral evil
Challenge 2 (450 XP)

Armor Class: 11 (14 with mage armor)
Hit Points: 27 (6d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
13 (+1)
10 (0)
16 (+3)
14 (+2)
13 (+1)

Passive Perception: 14
Saving Throws: Int +5, Wis +4
Skills: Arcana +5, Perception +4, Stealth +3
Senses: darkvision 120 ft.
Languages: Elvish, Undercommon
Image

Special Equipment. Nezznar has a spider staff.
Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in sunlight.
Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components:

• At will: dancing lights
• 1/day each: darkness, faerie fire (save DC 12)
Spellcasting. Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list:

• Cantrips (at will): mage hand, ray of frost, shocking grasp
• 1st Level (4 slots): mage armor, magic missile, shield
• 2nd Level (3 slots): invisibility, suggestion
 

Actions

Spider Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage plus 3 (1d6) poison damage.
Source lost mine of phandelver

Night Hag

Medium fiend, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 17 (natural armor)
Hit Points: 112 (15d8+45)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
16 (+3)
14 (+2)
16 (+3)

Passive Perception: 16
Skills: Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances: cold, fire, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunities: charmed
Senses: darkvision 120 ft.
Languages: Abyssal, Common, Infernal, Primordial
Image

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Night Hag Items. A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.
Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).
Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:

• 1st level (4 slots): identify, ray of sickness
• 2nd level (3 slots): hold person, locate object
• 3rd level (3 slots): bestow curse, counterspell, lightning bolt
• 4th level (3 slots): phantasmal killer, polymorph
• 5th level (2 slots): contact other plane, scrying
• 6th level (1 slot): eye bite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.
Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
 

Actions

Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
Source monster manual

Nightmare

Large fiend, neutral evil
Challenge 3 (700 XP)

Armor Class: 13 (natural armor)
Hit Points: 68 (8d10+24)
Speed: 60 ft., fly 90 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
10 (0)
13 (+1)
15 (+2)

Passive Perception: 11
Damage Immunities: fire
Languages: understands Abyssal, Common, and Infernal but can't speak
Image

Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
 

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Source monster manual

Nilbog

Small humanoid (goblinoid), chaotic evil
Challenge 1 (200 XP)

Armor Class: 13 (leather armor)
Hit Points: 7 (2d6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
10 (0)
10 (0)
8 (-1)
15 (+2)

Passive Perception: 9
Skills: Stealth +6
Senses: darkvision 60 ft.
Languages: Common, Goblin
Image

Innate Spellcasting. The nilbog’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: mage hand, Tasha’s hideous laughter, vicious mockery 1/day: confusion
Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction.
Nimble Escape. The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.
 

Actions

Fool's Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
 

Reactions

Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.
Source Volo's Guide

Noble

Medium humanoid (any race), any alignment
Challenge 1/8 (25 XP)

Armor Class: 15 (breastplate)
Hit Points: 9 (2d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
12 (+1)
11 (0)
12 (+1)
14 (+2)
16 (+3)

Passive Perception: 12
Skills: Deception +5, Insight +4, Persuasion +5
Languages: any two languages
Image

 

Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
 

Reactions

Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Source monster manual

Nothic

Medium aberration, neutral evil
Challenge 2 (450 XP)

Armor Class: 15 (natural armor)
Hit Points: 45 (6d8+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
16 (+3)
13 (+1)
10 (0)
8 (-1)

Passive Perception: 12
Skills: Arcana +3, Insight +4, Perception +2, Stealth +5
Senses: truesight 120 ft.
Languages: Undercommon
Image

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The nothic makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The nothic targets one creature it can see within 30 ft. of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic targets one creature it can see within 30 ft. of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Source monster manual

Nycaloth

Large fiend (yugoloth), neutral evil
Challenge 9 (5,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 123 (13d10+52)
Speed: 40 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
11 (0)
19 (+4)
12 (+1)
10 (0)
15 (+2)

Passive Perception: 14
Skills: Intimidation +6, Perception +4, Stealth +4
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: acid, poison
Condition Immunities: poisoned
Senses: blindsight 60 ft., darkvision 60 ft.
Languages: Abyssal, Infernal, telepathy 60 ft.
Image

Innate Spellcasting. The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image
Magic Resistance. The nycaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The nycaloth's weapon attacks are magical.
 

Actions

Multiattack. The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Teleport. The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Variant: Summon Yugoloth (1/Day). The yugoloth chooses what to summon and attempts a magical summoning.
A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth.
A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
Source monster manual

Ochre Jelly

Large ooze, unaligned
Challenge 2 (450 XP)

Armor Class: 8
Hit Points: 45 (6d10+12)
Speed: 10 ft., climb 10 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
6 (-2)
14 (+2)
2 (-4)
6 (-2)
1 (-5)

Passive Perception: 8
Damage Resistances: acid
Damage Immunities: lightning, slashing
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
Senses: blindsight 60 ft. (blind beyond this radius)
Image

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.
 

Reactions

Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.
Source monster manual

Octopus

Small beast, unaligned
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 3 (1d6)
Speed: 5 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
15 (+2)
11 (0)
3 (-4)
10 (0)
4 (-3)

Passive Perception: 12
Skills: Perception +2, Stealth +4
Senses: darkvision 30 ft.
Image

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
 

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Source monster manual

Ogre

Large giant, chaotic evil
Challenge 2 (450 XP)

Armor Class: 11 (hide armor)
Hit Points: 59 (7d10+21)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
8 (-1)
16 (+3)
5 (-3)
7 (-2)
7 (-2)

Passive Perception: 8
Senses: darkvision 60 ft.
Languages: Common, Giant
Image

 

Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Source monster manual

Ogre Zombie

Large undead, neutral evil
Challenge 2 (450 XP)

Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
6 (-2)
18 (+4)
3 (-4)
6 (-2)
5 (-3)

Passive Perception: 8
Saving Throws: Wis +0
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: understands Common and Giant but can't speak
Image

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
 

Actions

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Source monster manual

Ogremoch

Gargantuan elemental, neutral evil
Challenge 20 (25,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 526 (27d20+243)
Speed: 50 ft., burrow 50 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
11 (0)
28 (+9)
11 (0)
15 (+2)
22 (+6)

Passive Perception: 12
Saving Throws: Str +14, Con +15, Wis +8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned, prone
Senses: blindsight 120 ft., tremorsense 120 ft.
Languages: Common, Terran
Image

Empowered Attacks. Ogremoch's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons.
Innate Spellcasting. Ogremoch's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:


• At will: meld into stone, move earth, wall of stone
Legendary Resistance (3/Day). If Ogremoch fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ogremoch has advantage on saving throws against spells and other magical effects.
Siege Monster. Ogremoch deals double damage to objects and structures with his melee and ranged weapon attacks.
 

Actions

Multiattack. Ogremoch makes two slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Boulder. Ranged Weapon Attack: +6 to hit, range 500 ft., one target. Hit: 46 (7d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.
Summon Elementals (1/Day). Ogremoch summons up to three earth elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Ogremoch, and disappear if Ogremoch is reduced to 0 hit points.
 

Legendary Actions

Illuminating Crystals. Ogremoch's crystalline protrusions flare. Each creature within 30 feet of Ogremoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible.
Stomp (Costs 2 Actions). Ogremoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone.
Create Gargoyle (Costs 3 Actions). Ogremoch's hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count as Ogremoch. Ogremoch can't use this action if he has 50 hit points or fewer. The gargoyle obeys Ogremoch's commands and fights until destroyed.
Source elemental evil

Olhydra

Huge elemental, neutral evil
Challenge 18 (20,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 324 (24d12+168)
Speed: 50 ft., swim 100 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
22 (+6)
24 (+7)
17 (+3)
18 (+4)
23 (+6)

Passive Perception: 14
Saving Throws: Str +11, Con +13, Wis +10
Damage Resistances: lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: acid, cold, poison
Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned, prone, restrained
Senses: blindsight 120 ft.
Languages: Aquan
Image

Empowered Attacks. Olhydra's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Innate Spellcasting. Olhydra's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

• At will: wall of ice
• 3/day: ice storm
• 1/day: storm of vengeance
Legendary Resistance (3/Day). If Olhydra fails a saving throw, she can choose to succeed instead.
Magic Resistance. Olhydra has advantage on saving throws against spells and other magical effects.
Water Form. Olhydra can enter a hostile creature's space and stop there. She can move through a space as narrow as 1 inch wide without squeezing.
 

Actions

Multiattack. Olhydra makes two slam attacks or two water jet attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her.
Water Jet. Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 19 Strength saving throw.
Summon Elementals (1/Day). Olhydra summons up to three water elementals and loses 30 hit points for each elemental she summons. Summoned elementals have maximum hit points, appear within 100 feet of Olhydra, and disappear if Olhydra is reduced to 0 hit points.
 

Legendary Actions

Crush. One creature that Olhydra is grappling is crushed for 21 (3d10 + 5) bludgeoning damage.
Fling (Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung.
Water to Acid (Costs 3 Actions). Olhydra transforms her watery body into acid. This effect lasts until Olhydra's next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack while standing within 5 feet of her takes 11 (2d10) acid damage. Any creature grappled by Olhydra takes 22 (4d10) acid damage at the start of its turn.
Source elemental evil

One-Eyed Shiver

Medium humanoid (human), chaotic evil
Challenge 3 (700 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 49 (9d8+9)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
12 (+1)
13 (+1)
13 (+1)
17 (+3)

Passive Perception: 13
Skills: Arcana +3, Perception +3, Intimidation +5
Damage Immunities: cold
Languages: Common
Image

Chilling Mist. While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 (1d10) cold damage.
Spellcasting. The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

• Cantrips (at will): chill touch, mage hand
• 1st level (4 slots): fog cloud, mage armor, thunderwave
• 2nd level (3 slots): mirror image, misty step
• 3rd level (2 slots): fear
 

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Eye of Frost. The one-eyed shiver casts ray of frost from its missing eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check.
Source elemental evil

Oni

Large giant, lawful evil
Challenge 7 (2,900 XP)

Armor Class: 16 (chain mail)
Hit Points: 110 (13d10+39)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
11 (0)
16 (+3)
14 (+2)
12 (+1)
15 (+2)

Passive Perception: 14
Saving Throws: Dex +3, Con +6, Wis +4, Cha +5
Skills: Arcana +5, Deception +8, Perception +4
Senses: darkvision 60 ft.
Languages: Common, Giant
Image

Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

At will: darkness, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep
Magic Weapons. The oni's weapon attacks are magical.
Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
 

Actions

Multiattack. The oni makes two attacks, either with its claws or its glaive.
Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.
Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.
Source monster manual

Orc

Medium humanoid (orc), chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 13 (hide armor)
Hit Points: 15 (2d8+6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
16 (+3)
7 (-2)
11 (0)
10 (0)

Passive Perception: 10
Skills: Intimidation +2
Senses: darkvision 60 ft.
Languages: Common, Orc
Image

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
 

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Source monster manual

Orc Blade of Ilneval

Medium humanoid (orc), chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 18 (chain mail, shield)
Hit Points: 60 (8d8+24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
11 (0)
17 (+3)
10 (0)
12 (+1)
14 (+2)

Passive Perception: 13
Saving Throws: Wis +3
Skills: Insight +3, Intimidation +4, Perception +3
Senses: darkvision 60 ft.
Languages: Common, Orc
Image

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Foe Smiter of Ilneval. The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).
 

Actions

Multiattack. The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval’s Command is available to use, the orc can use it after these attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage when used with two hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.
Ilneval's Command (Recharges 4-6). Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.
Source Volo's Guide

Orc Claw of Luthic

Medium humanoid (orc), chaotic evil
Challenge 2 (450 XP)

Armor Class: 14 (hide armor)
Hit Points: 45 (6d8+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
15 (+2)
16 (+3)
10 (0)
15 (+2)
11 (0)

Passive Perception: 12
Skills: Intimidation +2, Medicine +4, Survival +4
Senses: darkvision 60 ft.
Languages: Common, Orc
Image

Source. Volo's Guide to Monsters, p. 183
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Spellcasting. The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, thaumaturgy

1st level (4 slots): bane, cure wounds, guiding bolt

2nd level (3 slots): augury, warding bond

3rd level (2 slots): bestow curse, create food and water
 

Actions

Multiattack. The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
Source Volo's Guide

Orc Eye of Gruumsh

Medium humanoid (orc), chaotic evil
Challenge 2 (450 XP)

Armor Class: 16 (ring mail, shield)
Hit Points: 45 (6d8+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
17 (+3)
9 (-1)
13 (+1)
12 (+1)

Passive Perception: 11
Skills: Intimidation +3, Religion +1
Senses: darkvision 60 ft.
Languages: Common, Orc
Image

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:

• Cantrips (at will): guidance, resistance, thaumaturgy
• 1st level (4 slots): bless, command
• 2nd level (2 slots): augury, spiritual weapon (spear)
 

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.
Source monster manual

Orc Hand of Yurtrus

Medium humanoid (orc), chaotic evil
Challenge 2 (450 XP)

Armor Class: 12 (hide armor)
Hit Points: 30 (4d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
11 (0)
16 (+3)
11 (0)
14 (+2)
9 (-1)

Passive Perception: 12
Skills: Arcana +2, Intimidation +1, Medicine +4, Religion +2
Senses: darkvision 60 ft.
Languages: understands Common and Orc but can't speak
Image

Source. Volo's Guide to Monsters, p. 184
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Spellcasting. The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared:

Cantrips (at-will): guidance, mending, resistance, thaumaturgy

1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good

2nd level (3 slots): blindness/deafness, silence
 

Actions

Touch of the White Hand. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.
Source Volo's Guide

Orc Nurtured One of Yurtrus

Medium humanoid (orc), chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 9
Hit Points: 30 (4d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
8 (-1)
16 (+3)
7 (-2)
11 (0)
7 (-2)

Passive Perception: 10
Senses: darkvision 60 ft.
Languages: Common, Orc
Image

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Corrupted Carrier. When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn‘t poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can’t regain hit points.
Nurtured One of Yurtrus. The orc has advantage on saving throws against poison and disease.
 

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.
Corrupted Vengeance. The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.
Source Volo's Guide

Orc Red Fang of Shargaas

Medium humanoid (orc), chaotic evil
Challenge 3 (700 XP)

Armor Class: 15 (studded leather armor)
Hit Points: 52 (8d8+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
15 (+2)
9 (-1)
11 (0)
9 (-1)

Passive Perception: 12
Skills: Intimidation +1, Perception +2, Stealth +5
Senses: darkvision 60 ft.
Languages: Common, Orc
Image

Cunning Action. On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
Hand of Shargaas. The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).
Shargaas's Sight. Magical darkness doesn’t impede the orc’s darkvision.
Slayer. In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn’t taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.
 

Actions

Multiattack. The orc makes two scimitar or dart attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4+3) piercing damage.
Veil of Shargaas (Recharges after a Short or Long Rest). The orc casts darkness without any components. Wisdom is its spellcasting ability.
Source Volo's Guide

Orc War Chief

Medium humanoid (orc), chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 16 (chain mail)
Hit Points: 93 (11d8+44)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
18 (+4)
11 (0)
11 (0)
16 (+3)

Passive Perception: 10
Saving Throws: Str +6, Con +6, Wis +2
Skills: Intimidation +5
Senses: darkvision 60 ft.
Languages: Common, Orc
Image

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
 

Actions

Multiattack. The orc makes two attacks with its greataxe or its spear.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 4 plus 1d8) slashing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Battle Cry (1/Day). Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.
Source monster manual

Orcus

Huge fiend (demon), chaotic evil
Challenge 26 (90,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 405 (30d12+210)
Speed: 40 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
14 (+2)
25 (+7)
20 (+5)
20 (+5)
25 (+7)

Passive Perception: 22
Saving Throws: Dex +10, Con +15, Wis +13
Skills: Arcana +12, Perception +12
Damage Resistances: cold, fire, lightning
Damage Immunities: necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend or 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn.
While holding the wand, Orcus gains +3 AC and can use an action to conjure undead creatures whose combined average hit points don't exceed 500, These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn.
Innate Spellcasting. Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: chill touch (17th level), detect magic
3/day each: create undead, dispel magic
1/day: time stop
Legendary Resistance (3/Day). If Orcus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects.
Magic Weapon. Orcus's weapon attacks are magical.
Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.
 

Actions

Multiattack. Orcus makes two Wand of Orcus attacks.
Wand of Orcus. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage.
Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 18 (4d8) poison damage.
 

Legendary Actions

Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn.
Tail. Orcus makes one tail attack.
A Taste of Undeath. Orcus casts chill touch (17th level).
Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area are vulnerable to necrotic damage.
Source out of the abyss

Oreioth

Medium humanoid (human), chaotic evil
Challenge 2 (450 XP)

Armor Class: 11 (14 with mage armor)
Hit Points: 39 (6d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
13 (+1)
14 (+2)
16 (+3)
9 (-1)
11 (0)

Passive Perception: 9
Saving Throws: Wis +1
Skills: Arcana +5, Investigation +5, Medicine +1
Languages: Abyssal, Common
Image

Grim Harvest. Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell's level.
Spellcasting. Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:

• Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp
• 1st level (4 slots): false life, mage armor, magic missile, ray of sickness
• 2nd level (3 slots): crown of madness, misty step
• 3rd level (3 slots): animate dead, vampiric touch
Swift Animation (Recharges after a Long Rest). When a living Medium or Small humanoid within 30 feet of Oreioth dies, he can use an action on his next turn to cast animate dead on that humanoid's corpse, instead of using the spell's normal casting time.
 

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Source elemental evil

Oren Yogilvy

Small humanoid (strongheart halfling), chaotic good
Challenge 0 (10 XP)

Armor Class: 11
Hit Points: 9 (2d6+2)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
13 (+1)
12 (+1)
11 (0)
10 (0)
16 (+3)

Passive Perception: 12
Skills: Perception +2, Performance +7, Persuasion +5
Damage Resistances: poison
Languages: Common, Halfling
Image

Halfling Nimbleness. Oren can move through the space of any creature that is of a size large than his.
Lucky. When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
Stout Resilience. Oren has advantage on saving throws against poison
Roleplaying Information. Oren came to Nurthfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body.

Ideal: "Music is food for the soul."
Bond: "You had me at "Can I buy you a drink."
Flaw: "I have a knack for putting myself in harm's way. Good thing I'm lucky!"
 

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 3 (1d4+1) piercing damage. Duvessa carries only one dagger.
Source storm kings thunder

Orog

Medium humanoid (orc), chaotic evil
Challenge 2 (450 XP)

Armor Class: 18 (plate)
Hit Points: 42 (5d8+20)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
18 (+4)
12 (+1)
11 (0)
12 (+1)

Passive Perception: 10
Skills: Intimidation +5, Survival +2
Senses: darkvision 60 ft.
Languages: Common, Orc
Image

Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.
 

Actions

Multiattack. The orog makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Source monster manual

Otyugh

Large aberration, neutral
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 114 (12d10+48)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
19 (+4)
6 (-2)
13 (+1)
6 (-2)

Passive Perception: 11
Saving Throws: Con +7
Senses: darkvision 120 ft.
Languages: Otyugh
Image

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
 

Actions

Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Source monster manual

Owl

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 11
Hit Points: 1 (1d4-1)
Speed: 5 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
13 (+1)
8 (-1)
2 (-4)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3, Stealth +3
Senses: darkvision 120 ft.
Image

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
 

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Source monster manual

Owlbear

Large monstrosity, unaligned
Challenge 3 (700 XP)

Armor Class: 13 (natural armor)
Hit Points: 59 (7d10+21)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
17 (+3)
3 (-4)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Senses: darkvision 60 ft.
Image

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
 

Actions

Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Source monster manual

Ox

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 15 (2d10+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
14 (+2)
2 (-4)
10 (0)
4 (-3)

Passive Perception: 10
Image

Charge. If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
Beast of Burden. The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity.
 

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Source Volo's Guide

Panther

Medium beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 12
Hit Points: 13 (3d8)
Speed: 50 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
15 (+2)
10 (0)
3 (-4)
14 (+2)
7 (-2)

Passive Perception: 14
Skills: Perception +4, Stealth +6
Image

Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Source monster manual

Pegasus

Large celestial, chaotic good
Challenge 2 (450 XP)

Armor Class: 12
Hit Points: 59 (7d10+21)
Speed: 60 ft., fly 90 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
10 (0)
15 (+2)
13 (+1)

Passive Perception: 16
Saving Throws: Dex +4, Wis +4, Cha +3
Skills: Perception +6
Languages: understands Celestial, Common, Elvish, and Sylvan but can't speak
Image

 

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Source monster manual

Pentadrone

Medium construct, construct
Challenge 2 (450 XP)

Armor Class: 16 (natural armor)
Hit Points: 32 (5d10+5)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
12 (+1)
10 (0)
10 (0)
13 (+1)

Passive Perception: 14
Skills: Perception +4
Senses: truesight 120 ft.
Languages: Modron
Image

Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
 

Actions

Multiattack. The pentadrone makes five arm attacks.
Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Paralysis Gas (Recharge 5-6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source monster manual

Peryton

Medium monstrosity, chaotic evil
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 33 (6d8+6)
Speed: 20 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
13 (+1)
9 (-1)
12 (+1)
10 (0)

Passive Perception: 15
Skills: Perception +5
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Languages: understands Common and Elvish but can't speak
Image

Dive Attack. If the peryton is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
Flyby. The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.
 

Actions

Multiattack. The peryton makes one gore attack and one talon attack.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Source monster manual

Phantom Warrior

Medium undead, any alignment
Challenge 1 (200 XP)

Armor Class: 16
Hit Points: 45 (6d8+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
16 (+3)
8 (-1)
10 (0)
15 (+2)

Passive Perception: 12
Skills: Perception +2, Stealth +4
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft.
Languages: any languages it knew in life
Image

Ethereal Sight. The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Spectral Armor and Shield. The phantom warrior's AC accounts for its spectral armor and shield.
 

Actions

Multiattack. The phantom warrior makes two attacks with its spectral longsword.
Spectral Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) force damage.
Etherealness. The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Source curse of strahd

Pharblex Spattergoo

Medium humanoid (bullywug), chaotic evil
Challenge 3 (700 XP)

Armor Class: 15 (studded leather armor, shield)
Hit Points: 59 (7d8+28)
Speed: 20 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
18 (+4)
11 (0)
16 (+3)
7 (-2)

Passive Perception: 15
Saving Throws: Str +4, Con +6
Skills: Perception +5, Religion +2, Stealth +3
Languages: Common, Bullywug
Image

Amphibious. Pharblex can breathe air and water.
Poison Strike (3/Day). Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage.
Spellcasting. Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:

• Cantrips (at will): druidcraft, guidance, poison spray
• 1st level (4 slots): cure wounds, entangle, healing word, thunderwave
• 2nd level (3 slots): barkskin, beast sense, spike growth
• 3rd level (3 slots): plant growth, water walk
Standing Leap. As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.
Swamp Camouflage. Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
 

Actions

Multiattack. Pharblex attacks twice. Once with his bite and once with his spear.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +5 to hit. reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source tyranny of dragons

Phase Spider

Large monstrosity, unaligned
Challenge 3 (700 XP)

Armor Class: 13 (natural armor)
Hit Points: 32 (5d10+5)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
15 (+2)
12 (+1)
6 (-2)
10 (0)
6 (-2)

Passive Perception: 10
Skills: Stealth +6
Senses: darkvision 60 ft.
Image

Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Source monster manual

Pidlwick II

Small construct, neutral evil
Challenge 1/4 (50 XP)

Armor Class: 14 (natural armor)
Hit Points: 10 (3d6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
11 (0)
8 (-1)
13 (+1)
10 (0)

Passive Perception: 11
Skills: Performance +3
Damage Immunities: poison
Condition Immunities: paralyzed, petrified, poisoned
Languages: understands Common but doesn't speak and can't read or write
Image

Ambusher. During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.
 

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Source curse of strahd

Piercer

Large monstrosity, unaligned
Challenge 1/2 (100 XP)

Armor Class: 15 (natural armor)
Hit Points: 22 (3d8+9)
Speed: 5 ft., climb 5 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
13 (+1)
16 (+3)
1 (-5)
7 (-2)
3 (-4)

Passive Perception: 8
Skills: Stealth +5
Senses: blindsight 30 ft., darkvision 60 ft.
Image

False Appearance. While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.
Spider Climb. The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Drop. Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen.
Source monster manual

Pit Fiend

Large fiend (devil), lawful evil
Challenge 20 (25,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 300 (24d10+168)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
14 (+2)
24 (+7)
22 (+6)
18 (+4)
24 (+7)

Passive Perception: 14
Saving Throws: Dex +8, Con +13, Wis +10
Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: truesight 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects.
Magic Weapons. The pit fiend's weapon attacks are magical.
Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire
 

Actions

Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8 + 8) slashing damage.
Mace. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
Source monster manual

Pixie

Tiny fey, neutral good
Challenge 1/4 (50 XP)

Armor Class: 15
Hit Points: 1 (1d4-1)
Speed: 10 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
20 (+5)
8 (-1)
10 (0)
14 (+2)
15 (+2)

Passive Perception: 14
Skills: Perception +4, Stealth +7
Languages: Sylvan
Image

Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:

At will: druidcraft
1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep
 

Actions

Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.
Source monster manual

Planetar

Large celestial, lawful good
Challenge 16 (15,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 200 (16d10+112)
Speed: 40 ft., fly 120 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
20 (+5)
24 (+7)
19 (+4)
22 (+6)
25 (+7)

Passive Perception: 21
Saving Throws: Con +12, Wis +11, Cha +12
Skills: Perception +11
Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The planetar makes two melee attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Source monster manual

Plesiosaurus

Large beast, unaligned
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 68 (8d10+24)
Speed: 20 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
2 (-4)
12 (+1)
5 (-3)

Passive Perception: 13
Skills: Perception +3, Stealth +4
Image

Hold Breath. The plesiosaurus can hold its breath for 1 hour.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Source monster manual

Poisonous Snake

Tiny beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 13
Hit Points: 2 (1d4)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
16 (+3)
11 (0)
1 (-5)
10 (0)
3 (-4)

Passive Perception: 10
Senses: blindsight 10 ft.
Image

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Polar Bear

Large beast, unaligned
Challenge 2 (450 XP)

Armor Class: 12 (natural armor)
Hit Points: 42 (5d10+15)
Speed: 40 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (0)
16 (+3)
2 (-4)
13 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Image

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Source monster manual

Poltergeist

Medium undead, chaotic evil
Challenge 2 (450 XP)

Armor Class: 12
Hit Points: 22 (5d8)
Speed: 0 ft., fly 50 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
14 (+2)
11 (0)
10 (0)
10 (0)
11 (0)

Passive Perception: 10
Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft.
Languages: understands all languages it knew in life but can't speak
Image

Incorporeal Movement. The poltergeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Invisibility. The poltergeist is invisible.
 

Actions

Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft. one creature. Hit: 10 (3d6) force damage.
Telekinetic Thrust. The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.
If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.
If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.
Source monster manual

Pony

Medium beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 10
Hit Points: 11 (2d8+2)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (0)
13 (+1)
2 (-4)
11 (0)
7 (-2)

Passive Perception: 10
Image

 

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Source monster manual

Priest

Medium humanoid (any race), any alignment
Challenge 2 (450 XP)

Armor Class: 13 (chain shirt)
Hit Points: 27 (5d8+5)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
10 (0)
12 (+1)
13 (+1)
16 (+3)
13 (+1)

Passive Perception: 13
Skills: Medicine +7, Persuasion +3, Religion +4
Languages: any two languages
Image

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

• Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (4 slots): cure wounds, guiding bolt, sanctuary
• 2nd level (3 slots): lesser restoration, spiritual weapon
• 3rd level (2 slots): dispel magic, spirit guardians
 

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Source monster manual

Pseudodragon

Tiny dragon, neutral good
Challenge 1/4 (50 XP)

Armor Class: 13
Hit Points: 7 (2d4+2)
Speed: 15 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
15 (+2)
13 (+1)
10 (0)
12 (+1)
10 (0)

Passive Perception: 13
Skills: Perception +3, Stealth +4
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: understands Common and Draconic but can't speak
Image

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.
Variant: Familiar. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Source monster manual

Pteranodon

Medium beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 13 (natural armor)
Hit Points: 13 (3d8)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
10 (0)
2 (-4)
9 (-1)
5 (-3)

Passive Perception: 11
Skills: Perception +1
Image

Flyby. The pteranodon doesn't provoke opportunity attacks when it flies out of an enemy's reach.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage
Source monster manual

Purple Worm

Gargantuan monstrosity, unaligned
Challenge 15 (13,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 247 (15d20+90)
Speed: 50 ft., burrow 30 ft.

STR
DEX
CON
INT
WIS
CHA
28 (+9)
7 (-2)
22 (+6)
1 (-5)
8 (-1)
4 (-3)

Passive Perception: 9
Saving Throws: Con +11, Wis +4
Senses: blindsight 30 ft., tremorsense 60 ft.
Image

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
 

Actions

Multiattack. The worm makes two attacks: one with its bite and one with its stinger.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.
If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Purple Wormling

Large monstrosity, unaligned
Challenge 2 (450 XP)

Armor Class: 12 (natural armor)
Hit Points: 42 (5d10+15)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
7 (-2)
16 (+3)
1 (-5)
6 (-2)
2 (-4)

Passive Perception: 8
Senses: blindsight 30 ft., tremorsense 30 ft.
Image

 

Actions

Multiattack. The wormling makes two attacks: one with its bite and one with its stinger.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wormling, and it takes 3 (1d6) acid damage at the start of each of the wormling's turns.
If the wormling takes 10 damage or more on a single turn from a creature inside it, the wormling must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wormling. If the wormling dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.
Tail Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Source storm kings thunder

Quadrone

Medium construct, construct
Challenge 1 (200 XP)

Armor Class: 16 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
14 (+2)
12 (+1)
10 (0)
10 (0)
11 (0)

Passive Perception: 12
Skills: Perception +2
Senses: truesight 120 ft.
Languages: Modron
Image

Axiomatic Mind. The quadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
 

Actions

Multiattack. The quadrone makes two fist attacks or four shortbow attacks.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source monster manual

Quaggoth

Medium humanoid (quaggoth), chaotic neutral
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 45 (6d8+18)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
16 (+3)
6 (-2)
12 (+1)
7 (-2)

Passive Perception: 10
Skills: Athletics +5
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Undercommon
Image

Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.
 

Actions

Multiattack. The quaggoth makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Source monster manual

Quaggoth Spore Servant

Medium plant, unaligned
Challenge 1 (200 XP)

Armor Class: 13 (natural armor)
Hit Points: 45 (6d8+18)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
16 (+3)
2 (-4)
6 (-2)
1 (-5)

Passive Perception: 8
Damage Immunities: poison
Condition Immunities: blinded, charmed, frightened, paralyzed, poisoned
Senses: blindsight 30 ft. (blind beyond this radius)
Image

 

Actions

Multiattack. The spore servant makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Source monster manual

Quaggoth Thonot

Medium humanoid (quaggoth), chaotic neutral
Challenge 3 (700 XP)

Armor Class: 13 (natural armor)
Hit Points: 45 (6d8+18)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
16 (+3)
6 (-2)
12 (+1)
7 (-2)

Passive Perception: 10
Skills: Athletics +5
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Undercommon
Image

Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.
Innate Spellcasting (Psionics). The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11 ). The quaggoth can innately cast the following spells, requiring no components:

At will: feather fall, mage hand (the hand is invisible)
1/day each: cure wounds, enlarge/reduce, heat metal, mirror image
 

Actions

Multiattack. The quaggoth makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Source monster manual

Quasit

Tiny fiend (demon), chaotic evil
Challenge 1 (200 XP)

Armor Class: 13
Hit Points: 7 (3d4)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
5 (-3)
17 (+3)
10 (0)
7 (-2)
10 (0)
10 (0)

Passive Perception: 10
Skills: Stealth +5
Damage Resistances: cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Abyssal, Common
Image

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.
Variant: Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.
 

Actions

Claw (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare (1/day). One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
Source monster manual

Quetzalcoatlus

Huge beast, unaligned
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 30 (4d12+4)
Speed: 10 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
13 (+1)
13 (+1)
2 (-4)
10 (0)
5 (-3)

Passive Perception: 12
Skills: Perception +2
Image

Dive Attack. If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.
Flyby. The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6+2) piercing damage.
Source Volo's Guide

Quickling

Tiny fey, chaotic evil
Challenge 1 (200 XP)

Armor Class: 16
Hit Points: 10 (3d4+3)
Speed: 120 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
23 (+6)
13 (+1)
10 (0)
12 (+1)
7 (-2)

Passive Perception: 15
Skills: Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
Senses: darkvision 60 ft.
Languages: Common, Sylvan
Image

Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
 

Actions

Multiattack. The quickling makes three dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage.
Source Volo's Guide

Quipper

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 13
Hit Points: 1 (1d4-1)
Speed: swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)

Passive Perception: 8
Senses: darkvision 60 ft.
Image

Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The quipper can breathe only underwater.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Source monster manual

Rahadin

Medium humanoid (elf), lawful evil
Challenge 10 (5,900 XP)

Armor Class: 18 (studded leather)
Hit Points: 135 (18d8+54)
Speed: 35 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
22 (+6)
17 (+3)
15 (+2)
16 (+3)
18 (+4)

Passive Perception: 21
Saving Throws: Con +7, Wis +7
Skills: Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14
Senses: darkvision 60 ft.
Languages: Common, Elvish
Image

Deathly Choir. Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.
Fey Ancestry. Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Innate Spellcasting. Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components:

3/day: misty step, phantom steed

1/day: magic weapon, nondetection
Mask of the Wild. Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
 

Actions

Multiattack. Rahadin attacks three times with his scimitar, or twice with his poisoned darts.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage.
Poisoned Dart. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage plus 5 (2d4) poison damage.
Source curse of strahd

Rakshasa

Medium fiend, lawful evil
Challenge 13 (10,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 110 (13d8+52)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
17 (+3)
18 (+4)
13 (+1)
16 (+3)
20 (+5)

Passive Perception: 13
Skills: Deception +10, Insight +8
Damage Vulnerabilities: piercing from magic weapons wielded by good creatures
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 60 ft.
Languages: Common, Infernal
Image

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:

At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic, invisibility, major image, suggestion
1/day each: dominate person, fly, plane shift, true seeing
 

Actions

Multiattack. The rakshasa makes two claw attacks
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Source monster manual

Rat

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 10
Hit Points: 1 (1d4-1)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
11 (0)
9 (-1)
2 (-4)
10 (0)
4 (-3)

Passive Perception: 10
Senses: darkvision 30 ft.
Image

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Source monster manual

Rath Modar

Medium humanoid (human), lawful evil
Challenge 6 (2,300 XP)

Armor Class: 13 (16 with mage armor)
Hit Points: 71 (11d8+22)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
14 (+2)
18 (+4)
14 (+2)
10 (0)

Passive Perception: 12
Saving Throws: Int +7, Wis +5
Skills: Arcana +7, Deception +3, Insight +5, Stealth +6
Languages: Common, Draconic, Infernal, Primordial, Thayan
Image

Special Equipment. Rath has a staff of fire, and scrolls of dimension door, feather fall, and fireball.
Spellcasting. Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:

• Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
• 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
• 2nd level (3 slots): detect thoughts, mirror image, phantasmal force
• 3rd level (3 slots): counterspell, fireball, major image
• 4th level (3 slots): confusion, greater invisibility
• 5th level (2 slots): mislead, seeming
• 6th level (1 slot): globe of invulnerability
 

Actions

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.
 

Reactions

Illusory Self (Recharges on a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.
Source tyranny of dragons

Raven

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 1 (1d4-1)
Speed: 10 ft., fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
14 (+2)
8 (-1)
2 (-4)
12 (+1)
6 (-2)

Passive Perception: 13
Skills: Perception +3
Image

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
 

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Source monster manual

Razerblast

Medium humanoid (human), chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 17 (splint)
Hit Points: 112 (15d8+75)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
16 (+3)
9 (-1)
10 (0)
13 (+1)

Passive Perception: 13
Skills: Intimidation +4, Perception +3
Damage Immunities: fire
Languages: Common, Ignan
Image

Searing Armor. The razerblast's armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire damage at the end of that creature's turn.
Shrapnel Explosion. When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast's body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
 

Actions

Multiattack. The razerblast makes three melee attacks.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Source elemental evil

Red Dragon Wyrmling

Medium dragon, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 17 (natural armor)
Hit Points: 75 (10d8+30)
Speed: 30 ft., climb 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
17 (+3)
12 (+1)
11 (0)
15 (+2)

Passive Perception: 14
Saving Throws: Dex +2, Con +5, Wis +2, Cha +4
Skills: Perception +4, Stealth +2
Damage Immunities: fire
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Draconic
Image

 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Source monster manual

Red Guard Drake

Medium dragon, unaligned
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 52 (7d8+21)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
7 (-2)

Passive Perception: 12
Skills: Perception +2
Damage Resistances: fire
Senses: darkvision 60 ft.
Languages: understands Draconic but can't speak it
Image

 

Actions

Multiattack. The drake attacks twice, once with its bite and once with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Source Volo's Guide

Red Slaad

Large aberration, chaotic neutral
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 93 (11d10+33)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
16 (+3)
6 (-2)
6 (-2)
7 (-2)

Passive Perception: 11
Skills: Perception +1
Damage Resistances: acid, cold, fire, lightning, thunder
Senses: darkvision 60 ft.
Languages: Slaad, telepathy 60 ft.
Image

Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Variant: Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.
 

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease — a minuscule slaad egg.
A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process.
If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
Source monster manual

Redbrand Ruffian

Medium humanoid (human), neutral evil
Challenge 1/2 (100 XP)

Armor Class: 14 (studded leather armor)
Hit Points: 16 (3d8+3)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
14 (+2)
12 (+1)
9 (-1)
9 (-1)
11 (0)

Passive Perception: 9
Skills: Intimidation +2
Languages: Common
Image

 

Actions

Multiattack. The ruffian makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source lost mine of phandelver

Redcap

Small fey, chaotic evil
Challenge 3 (700 XP)

Armor Class: 13 (natural armor)
Hit Points: 45 (6d6+24)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
18 (+4)
10 (0)
12 (+1)
9 (-1)

Passive Perception: 13
Skills: Athletics +6, Perception +3
Senses: darkvision 60 ft.
Languages: Common, Sylvan
Image

Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
 

Actions

Multiattack. The redcap makes three attacks with its wicked sickle.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.
Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10+4) bludgeoning damage and be knocked prone.
Source Volo's Guide

Reef Shark

Medium beast, unaligned
Challenge 1/2 (100 XP)

Armor Class: 12 (natural armor)
Hit Points: 22 (4d8+4)
Speed: swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
13 (+1)
13 (+1)
1 (-5)
10 (0)
4 (-3)

Passive Perception: 12
Skills: Perception +2
Senses: blindsight 30 ft.
Image

Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Water Breathing. The shark can breathe only underwater.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Source monster manual

Remorhaz

Huge monstrosity, unaligned
Challenge 11 (7,200 XP)

Armor Class: 17 (natural armor)
Hit Points: 195 (17d12+85)
Speed: 30 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
13 (+1)
21 (+5)
4 (-3)
10 (0)
5 (-3)

Passive Perception: 10
Damage Immunities: cold, fire
Senses: darkvision 60 ft., tremorsense 60 ft.
Image

Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
 

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.
Swallow. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.
If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Source monster manual

Revenant

Medium undead, neutral
Challenge 5 (1,800 XP)

Armor Class: 13 (leather armor)
Hit Points: 136 (16d8+64)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
18 (+4)
13 (+1)
16 (+3)
18 (+4)

Passive Perception: 13
Saving Throws: Str +7, Con +7, Wis +6, Cha +7
Damage Resistances: necrotic, psychic
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses: darkvision 60 ft.
Languages: the languages it knew in life
Image

Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Rejuvenation. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Turn Immunity. The revenant is immune to effects that turn undead.
Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.
 

Actions

Multiattack. The revenant makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.
Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.
Source monster manual

Rezmir

Medium humanoid (half-black dragon), neutral evil
Challenge 7 (2,900 XP)

Armor Class: 13 (15 with the Black Dragon Mask)
Hit Points: 90 (12d8+36)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
16 (+3)
15 (+2)
12 (+1)
14 (+2)

Passive Perception: 11
Saving Throws: Dex +6, Wis +4
Skills: Arcana +5, Stealth +9
Damage Immunities: acid
Condition Immunities: charmed, frightened
Senses: blindsight 10 ft., darkvision 120 ft.
Languages: Common, Draconic, Infernal, Giant, Netherese
Image

Special Equipment. Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws.
Amphibious. Rezmir can breathe air and water.
Dark Advantage. Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.
Draconic Majesty. While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).
Immolation. When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.
Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.
 

Actions

Greatsword (Hazirawn). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
Caustic Bolt. Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage.
Acid Breath (Recharge 5-6). Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Darkness (Costs 2 Actions). If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn.
A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with a area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Attack. Rezmir makes one melee attack.
Hide. Rezmir takes the Hide action.
Source tyranny of dragons

Rhinoceros

Large beast, unaligned
Challenge 2 (450 XP)

Armor Class: 11 (natural armor)
Hit Points: 45 (6d10+12)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
8 (-1)
15 (+2)
2 (-4)
12 (+1)
6 (-2)

Passive Perception: 11
Image

Charge. If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
 

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Source monster manual

Rictavio

Medium humanoid (human), lawful good
Challenge 5 (1,800 XP)

Armor Class: 12 (leather armor)
Hit Points: 77 (14d8+14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
12 (+1)
13 (+1)
16 (+3)
18 (+4)
16 (+3)

Passive Perception: 17
Saving Throws: Con +4, Wis +7
Skills: Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +4
Languages: Abyssal, Common, Elvish, Infernal
Image

Special Equipment. In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.
Spellcasting. Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared:

• Cantrips (at will): guidance, light, mending, thaumaturgy

•1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary

•2nd level (3 slots): augury, lesser restoration, protection from poison

•3rd level (3 slots): magic circle, remove curse, speak with dead

•4th level (3 slots): death ward, freedom of movement

•5th level (1 slot): dispel evil and good
Undead Slayer. When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon's type.
 

Actions

Multiattack. Rictavio makes two attacks with his sword cane.
Sword Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage (wooden cane) or piercing damage (silvered sword).
Source curse of strahd

Riding Horse

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 13 (2d10+2)
Speed: 60 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (0)
12 (+1)
2 (-4)
11 (0)
7 (-2)

Passive Perception: 10
Image

 

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Source monster manual

Roc

Gargantuan monstrosity, unaligned
Challenge 11 (7,200 XP)

Armor Class: 15 (natural armor)
Hit Points: 248 (16d20+80)
Speed: 20 ft., fly 120 ft.

STR
DEX
CON
INT
WIS
CHA
28 (+9)
10 (0)
20 (+5)
3 (-4)
10 (0)
9 (-1)

Passive Perception: 14
Saving Throws: Dex +4, Con +9, Wis +4, Cha +3
Skills: Perception +4
Image

Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The roc makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.
Source monster manual

Roper

Large monstrosity, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 20 (natural armor)
Hit Points: 93 (11d10+33)
Speed: 10 ft., climb 10 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
8 (-1)
17 (+3)
7 (-2)
16 (+3)
6 (-2)

Passive Perception: 16
Skills: Perception +6, Stealth +5
Senses: darkvision 60 ft.
Image

False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Reel. The roper pulls each creature grappled by it up to 25 ft. straight toward it.
Source monster manual

Rothé

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 15 (2d10+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
14 (+2)
2 (-4)
10 (0)
4 (-3)

Passive Perception: 10
Senses: darkvision 30 ft.
Image

Charge. If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
 

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Source Volo's Guide

Rug of Smothering

Large construct, unaligned
Challenge 2 (450 XP)

Armor Class: 12
Hit Points: 33 (6d10)
Speed: 10 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
14 (+2)
10 (0)
1 (-5)
3 (-4)
1 (-5)

Passive Perception: 6
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius)
Image

Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.
 

Actions

Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
Source monster manual

Rust Monster

Medium monstrosity, unaligned
Challenge 1/2 (100 XP)

Armor Class: 14 (natural armor)
Hit Points: 27 (5d8+5)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
13 (+1)
2 (-4)
13 (+1)
6 (-2)

Passive Perception: 11
Senses: darkvision 60 ft.
Image

Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.
If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.
Source monster manual

Saber-Toothed Tiger

Large beast, unaligned
Challenge 2 (450 XP)

Armor Class: 12
Hit Points: 52 (7d10+14)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
15 (+2)
3 (-4)
12 (+1)
8 (-1)

Passive Perception: 13
Skills: Perception +3, Stealth +6
Image

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Source monster manual

Sacred Stone Monk

Medium humanoid (human), lawful evil
Challenge 1/2 (100 XP)

Armor Class: 14
Hit Points: 22 (4d8+4)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
12 (+1)
10 (0)
14 (+2)
9 (-1)

Passive Perception: 14
Skills: Acrobatics +4, Athletics +3, Perception +4
Senses: tremorsense 10 ft.
Languages: Common
Image

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).
 

Actions

Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
 

Reactions

Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.
Source elemental evil

Sahuagin

Medium humanoid (sahuagin), lawful evil
Challenge 1/2 (100 XP)

Armor Class: 12 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
11 (0)
12 (+1)
12 (+1)
13 (+1)
9 (-1)

Passive Perception: 15
Skills: Perception +5
Senses: darkvision 120 ft.
Languages: Sahuagin
Image

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
 

Actions

Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Source monster manual

Sahuagin Baron

Medium humanoid (sahuagin), lawful evil
Challenge 5 (1,800 XP)

Armor Class: 16 (breastplate)
Hit Points: 76 (9d10+27)
Speed: 30 ft., swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
15 (+2)
16 (+3)
14 (+2)
13 (+1)
17 (+3)

Passive Perception: 17
Saving Throws: Dex +5, Con +6, Int +5, Wis +4
Skills: Perception +7
Senses: darkvision 120 ft.
Languages: Sahuagin
Image

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
 

Actions

Multiattack. The sahuagin makes three attacks: one with his bite and two with his claws or trident.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Source monster manual

Sahuagin Priestess

Medium humanoid (sahuagin), lawful evil
Challenge 2 (450 XP)

Armor Class: 12 (natural armor)
Hit Points: 33 (6d8+6)
Speed: 30 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
11 (0)
12 (+1)
12 (+1)
14 (+2)
13 (+1)

Passive Perception: 16
Skills: Perception +6, Religion +3
Senses: darkvision 120 ft.
Languages: Sahuagin
Image

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Spellcasting. The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared:

• Cantrips (at will): guidance, thaumaturgy
• 1st level (4 slots): bless, detect magic, guiding bolt
• 2nd level (3 slots): hold person, spiritual weapon (trident)
• 3rd level (3 slots): mass healing word, tongues
 

Actions

Multiattack. The sahuagin makes two melee attacks: one with her bite and one with her claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Source monster manual

Salamander

Large elemental, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 90 (12d10+24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
15 (+2)
11 (0)
10 (0)
12 (+1)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: cold
Damage Immunities: fire
Senses: darkvision 60 ft.
Languages: Ignan
Image

Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.
Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
 

Actions

Multiattack. The salamander makes two attacks: one with its spear and one with its tail.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.
Source monster manual

Satyr

Medium fey, chaotic neutral
Challenge 1/2 (100 XP)

Armor Class: 14 (leather armor)
Hit Points: 31 (7d8)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
11 (0)
12 (+1)
10 (0)
14 (+2)

Passive Perception: 12
Skills: Perception +2, Performance +6, Stealth +5
Languages: Common, Elvish, Sylvan
Image

Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
 

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Variant: Panpipes. Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.
Source monster manual

Scarecrow

Medium construct, chaotic evil
Challenge 1 (200 XP)

Armor Class: 11
Hit Points: 36 (8d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
13 (+1)
11 (0)
10 (0)
10 (0)
13 (+1)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: fire
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses: darkvision 60 ft.
Languages: understands the languages of its creator but can't speak
Image

False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.
 

Actions

Multiattack. The scarecrow makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn.
Terrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed.
Source monster manual

Scorpion

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 11 (natural armor)
Hit Points: 1 (1d4-1)
Speed: 10 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
11 (0)
8 (-1)
1 (-5)
8 (-1)
2 (-4)

Passive Perception: 9
Senses: blindsight 10 ft.
Image

 

Actions

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Scout

Medium humanoid (any race), any alignment
Challenge 1/2 (100 XP)

Armor Class: 13 (leather armor)
Hit Points: 16 (3d8+3)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
14 (+2)
12 (+1)
11 (0)
13 (+1)
11 (0)

Passive Perception: 15
Skills: Nature +4, Perception +5, Stealth +6, Survival +5
Languages: any one language (usually Common)
Image

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
 

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Source monster manual

Sea Hag

Medium fey, chaotic evil
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 52 (7d8+21)
Speed: 30 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
16 (+3)
12 (+1)
12 (+1)
13 (+1)

Passive Perception: 11
Senses: darkvision 60 ft.
Languages: Aquan, Common, Giant
Image

Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.
Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:

• 1st level (4 slots): identify, ray of sickness
• 2nd level (3 slots): hold person, locate object
• 3rd level (3 slots): bestow curse, counterspell, lightning bolt
• 4th level (3 slots): phantasmal killer, polymorph
• 5th level (2 slots): contact other plane, scrying
• 6th level (1 slot): eye bite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.
Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
 

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Death Glare. The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
Source monster manual

Sea Horse

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 11
Hit Points: 1 (1d4-1)
Speed: swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
1 (-5)
12 (+1)
8 (-1)
1 (-5)
10 (0)
2 (-4)

Passive Perception: 10
Image

Water Breathing. The sea horse can breathe only underwater.
Source monster manual

Sea Spawn

Medium humanoid, neutral evil
Challenge 1 (200 XP)

Armor Class: 11 (natural armor)
Hit Points: 32 (5d8+10)
Speed: 20 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
8 (-1)
15 (+2)
6 (-2)
10 (0)
8 (-1)

Passive Perception: 10
Senses: darkvision 120 ft.
Languages: understands Aquan and Common but can't speak
Image

Limited Amphibiousness. The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.
 

Actions

Multiattack. The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Piscine Anatomy. The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target.
Source Volo's Guide

Severin

Medium humanoid (human), neutral evil
Challenge 11 (7,200 XP)

Armor Class: 16
Hit Points: 150 (20d8+60)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
13 (+1)
16 (+3)
17 (+3)
12 (+1)
20 (+5)

Passive Perception: 11
Saving Throws: Dex +5, Wis +5
Skills: Arcana +7, Religion +7
Damage Resistances: While wearing the mask of the Dragon Queen: acid, cold, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: While wearing the mask of the Dragon Queen: fire
Condition Immunities: While wearing the mask of the Dragon Queen: charmed, frightened, poisoned
Senses: While wearing the Mask of the Dragon Queen: darkvision 60 ft.
Languages: Common, Draconic, Infernal
Image

Special Equipment. Severin has the Mask of the Dragon Queen.
Draconic Majesty. Severin adds his Charisma bonus to his AC (included).
Ignite Enemy. If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it.
Legendary Resistance (5/Day). While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.
 

Actions

Burning Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage.
Flaming Orb. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 40 (9d8) fire damage.
Scorching Burst. Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions

Attack. If Severin is wearing the Mask of the Dragon Queen, he can take 3 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Severin regains spent legendary actions at the start of his turn.
Severin makes one attack.
Fiery Teleport (Costs 2 Actions). Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1dlO) fire damage.
Hellish Chains (Costs 3 Actions). Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6) fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success.
Source tyranny of dragons

Shadow

Medium undead, chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 12
Hit Points: 16 (3d8+3)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
13 (+1)
6 (-2)
10 (0)
8 (-1)

Passive Perception: 10
Skills: Stealth +4
Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: radiant
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft.
Image

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
 

Actions

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Source monster manual

Shadow Demon

Medium fiend (demon), chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 13
Hit Points: 66 (12d8+12)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
1 (-5)
17 (+3)
12 (+1)
14 (+2)
13 (+1)
14 (+2)

Passive Perception: 11
Saving Throws: Dex +5, Cha +4
Skills: Stealth +7
Damage Resistances: acid, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: radiant
Damage Immunities: cold, lightning, poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 120 ft.
Languages: Abyssal, telepathy 120 ft.
Image

Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.
 

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.
Source monster manual

Shadow Mastiff

Medium monstrosity, neutral evil
Challenge 2 (450 XP)

Armor Class: 12
Hit Points: 33 (6d8+6)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
13 (+1)
5 (-3)
12 (+1)
5 (-3)

Passive Perception: 13
Skills: Perception +3, Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness
Senses: darkvision 60 ft.
Image

Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Keen Hearing and Smell. The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Source Volo's Guide

Shalvus Martholio

Medium humanoid (Turami human), neutral
Challenge 0 (10 XP)

Armor Class: 13 (leather)
Hit Points: 27 (6d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
10 (0)
12 (+1)
14 (+2)
14 (+2)

Passive Perception: 12
Skills: Deception +4, Insight +4, Investigation +3, Perception +4, Sleight of Hand +4, Stealth +4
Languages: Common, Elvish
Image

Sneak Attack (1/turn). Shalvus deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shalvus that isn't incapacitated and Shalvus doesn't have disadvantage on the attack roll.
Roleplaying Information. Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks.

Ideal: "I'll do what it takes to prove myself to the Zhentarim."
Bond: "I love animals, and I'm very protective of them."
Flaw: "I can't resist taking risks to feed my ambitions."
 

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with both hands.
Hand Crossbow. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Shalvus carries ten crossbow bolts.
Source storm kings thunder

Shambling Mound

Large plant, unaligned
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 136 (16d10+48)
Speed: 20 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
8 (-1)
16 (+3)
5 (-3)
10 (0)
5 (-3)

Passive Perception: 10
Skills: Stealth +2
Damage Resistances: cold, fire
Damage Immunities: lightning
Condition Immunities: blinded, deafened, exhaustion
Senses: blindsight 60 ft. (blind beyond this radius)
Image

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
 

Actions

Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Source monster manual

Shield Guardian

Large construct, unaligned
Challenge 7 (2,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 142 (15d10+60)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
8 (-1)
18 (+4)
7 (-2)
10 (0)
3 (-4)

Passive Perception: 10
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: understands commands given in any language but can't speak
Image

Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.
Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
 

Actions

Multiattack. The guardian makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
 

Reactions

Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
Source monster manual

Shoalar Quanderil

Medium humanoid (water genasi), lawful evil
Challenge 4 (1,100 XP)

Armor Class: 10 (13 with mage armor)
Hit Points: 60 (8d8+24)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
12 (+1)
16 (+3)
14 (+2)
10 (0)
17 (+3)

Passive Perception: 10
Skills: Arcana +4, Deception +5, Insight +2, Persuasion +5
Damage Resistances: acid
Languages: Aquan, Common
Image

Amphibious. Shoalar can breathe air and water.
Innate Spellcasting. Shoalar's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:

• At will: shape water
• 1/day: create or destroy water
Spellcasting. Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells:

• Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost
• 1st level (4 slots): disguise self, mage armor, magic missile
• 2nd level (3 slots): hold person, misty step
• 3rd level (2 slots): tidal wave
 

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Source elemental evil

Shoosuva

Large fiend (demon), chaotic evil
Challenge 8 (3,900 XP)

Armor Class: 14 (natural armor)
Hit Points: 110 (13d10+39)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
17 (+3)
7 (-2)
14 (+2)
9 (-1)

Passive Perception: 12
Saving Throws: Dex +4, Con +6, Wis +5
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, Gnoll, telepathy 120 ft.
Image

Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.
 

Actions

Multiattack. The shoosuva makes two attacks: one with its bite and one with its tail stinger.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 26 (4d10+4) piercing damage.
Tail Stinger. Melee Weapon Attack: +7 to hit, reach 15 ft, one creature. Hit: 13 (2d8+4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source Volo's Guide

Shrieker

Medium plant, unaligned
Challenge 0 (10 XP)

Armor Class: 5
Hit Points: 13 (3d8)
Speed: 0 ft.

STR
DEX
CON
INT
WIS
CHA
1 (-5)
1 (-5)
10 (0)
1 (-5)
3 (-4)
1 (-5)

Passive Perception: 6
Condition Immunities: blinded, deafened, frightened
Senses: blindsight 30 ft. (blind beyond this radius)
Image

False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.
 

Actions

Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward
Source monster manual

Sildar Hallwinter

Medium humanoid (human), neutral good
Challenge 1 (200 XP)

Armor Class: 16 (chain mail)
Hit Points: 27 (5d8+5)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
10 (0)
12 (+1)
10 (0)
11 (0)
10 (0)

Passive Perception: 12
Saving Throws: Str +3, Con +3
Skills: Perception +2
Languages: Common
Image

 

Actions

Multiattack. Sildar makes two melee attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target. Hit: 5 (1d10) piercing damage.
 

Reactions

Parry. When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon.
Source lost mine of phandelver

Silver Dragon Wyrmling

Medium dragon, lawful good
Challenge 2 (450 XP)

Armor Class: 17 (natural armor)
Hit Points: 45 (6d8+18)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
17 (+3)
12 (+1)
11 (0)
15 (+2)

Passive Perception: 14
Saving Throws: Dex +2, Con +5, Wis +2, Cha +4
Skills: Perception +4, Stealth +2
Damage Immunities: cold
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Draconic
Image

 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source monster manual

Sir Baric Nylef

Medium humanoid (Illuskan human), lawful good
Challenge 0 (10 XP)

Armor Class: 18 (plate)
Hit Points: 52 (8d8+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
11 (0)
14 (+2)
11 (0)
15 (+2)
15 (+2)

Passive Perception: 12
Skills: Insight +4, Investigation +2, Medicine +4, Survival +4
Languages: Common
Image

Brave. Baric has advantage on saving throws against being frightened.
Roleplaying Information. As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil "the Weezil" Forkbeard, who is rumored to be hiding in Iceland Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry.

Ideal: "Evil must not be allowed to thrive in this world."
Bond: "Tyr is my lord; the order, my family. Through my actions, I shall honor both."
Flaw: "I'm not afraid to die. When Tyr finally calls me, I'll go to him happily."
 

Actions

Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Baric carries twenty crossbow bolts.
Source storm kings thunder

Sirac of Suzail

Medium humanoid (Chondathan human), lawful good
Challenge 0 (10 XP)

Armor Class: 14 (leather)
Hit Points: 22 (5d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
17 (+3)
11 (0)
12 (+1)
13 (+1)
16 (+3)

Passive Perception: 11
Skills: Athletics +4, Insight +3, Survival +3
Languages: Common, Orc
Image

Roleplaying Information. An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fishe but instead found religion. The misbegotten son of Artus Climber, a renowened human adventurer, Sirac hasn't seen his father since he was a baby.

Ideal: "Without duty or loyalty, a man is nothing."
Bond: "Icewind Dale is where i belong for the rest of my life."
Flaw: "I am honest to a fault."
 

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. Sirac carries six darts.
 

Reactions

Parry. Sirac adds 2 to his AC against on melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon.
Source storm kings thunder

Skeleton

Medium undead, lawful evil
Challenge 1/4 (50 XP)

Armor Class: 13 (armor scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
15 (+2)
6 (-2)
8 (-1)
5 (-3)

Passive Perception: 9
Damage Vulnerabilities: bludgeoning
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: understands all languages it spoke in life but can't speak
Image

 

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source monster manual

Skyweaver

Medium humanoid (human), chaotic evil
Challenge 3 (700 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 44 (8d8+8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
12 (+1)
11 (0)
10 (0)
16 (+3)

Passive Perception: 10
Skills: Deception +5, Persuasion +5
Languages: Auran, Common
Image

Spellcasting. The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

• Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp
• 1st level (4 slots): feather fall, mage armor, witch bolt
• 2nd level (3 slots): gust of wind, invisibility
• 3rd level (3 slots): fly, lightning bolt
 

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Source elemental evil

Slaad Tadpole

Tiny aberration, chaotic neutral
Challenge 1/8 (25 XP)

Armor Class: 12
Hit Points: 10 (4d4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
10 (0)
3 (-4)
5 (-3)
3 (-4)

Passive Perception: 7
Skills: Stealth +4
Damage Resistances: acid, cold, fire, lightning, thunder
Senses: darkvision 60 ft.
Languages: understands Slaad but can't speak
Image

Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source monster manual

Slithering Tracker

Medium ooze, chaotic evil
Challenge 3 (700 XP)

Armor Class: 14
Hit Points: 32 (5d8+10)
Speed: 30 ft., climb 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
19 (+4)
15 (+2)
10 (0)
14 (+2)
11 (0)

Passive Perception: 12
Skills: Stealth +8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities: cold, fire
Condition Immunities: blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious
Senses: blindsight 120 ft.
Languages: understands languages it knew in its previous form but can't speak
Image

Ambusher. In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.
Damage Transfer. While grappling a creature, the slithering tracker takes only haIf the damage dealt to it, and the creature it is grappling takes the other half.
False Appearance. While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.
Keen Tracker. The slithering tracker has advantage on Wisdom checks to track prey.
Liquid Form. The slithering tracker can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Watery Stealth. While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.
 

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) bludgeoning damage.
Life Leech. One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.
Source Volo's Guide

Smoke Mephit

Small elemental, neutral evil
Challenge 1/4 (50 XP)

Armor Class: 12
Hit Points: 22 (5d6+5)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
12 (+1)
10 (0)
10 (0)
11 (0)

Passive Perception: 12
Skills: Perception +2, Stealth +4
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Auran, Ignan
Image

Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.
 

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn .
Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Solar

Large celestial, lawful good
Challenge 21 (33,000 XP)

Armor Class: 21 (natural armor)
Hit Points: 243 (18d10+144)
Speed: 50 ft., fly 150 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
22 (+6)
26 (+8)
25 (+7)
25 (+7)
30 (+10)

Passive Perception: 24
Saving Throws: Int +14, Wis +14, Cha +17
Skills: Perception +14
Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The solar makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
 

Legendary Actions

Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Source monster manual

Spawn of Kyuss

Medium undead, chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 10
Hit Points: 76 (9d8+36)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
18 (+4)
5 (-3)
7 (-2)
3 (-4)

Passive Perception: 8
Saving Throws: Wis +1
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: understands the languages it knew in life but can't speak
Image

Regeneration. The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Worms. If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
 

Actions

Multiattack. The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm.
Burrowing Worm. A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target's next turn, dealing l piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) necrotic damage.
Source Volo's Guide

Spectator

Medium aberration, lawful neutral
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 39 (6d8+12)
Speed: 0 ft., fly 30 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
14 (+2)
13 (+1)
14 (+2)
11 (0)

Passive Perception: 16
Skills: Perception +6
Condition Immunities: prone
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon, telepathy 120 ft.
Image

 

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage.
Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 ft. of it. It can use each ray only once on a turn.
1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.
 

Reactions

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 ft. of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Source monster manual

Specter

Medium undead, chaotic evil
Challenge 1 (200 XP)

Armor Class: 12
Hit Points: 22 (5d8)
Speed: 0 ft., fly 50 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
14 (+2)
11 (0)
10 (0)
10 (0)
11 (0)

Passive Perception: 10
Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft.
Languages: understands all languages it knew in life but can't speak
Image

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Source monster manual

Spider

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 1 (1d4-1)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
14 (+2)
8 (-1)
1 (-5)
10 (0)
2 (-4)

Passive Perception: 12
Skills: Stealth +4
Senses: darkvision 30 ft.
Image

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Source monster manual

Spined Devil

Small fiend (devil), lawful evil
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 22 (5d6+5)
Speed: 20 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
12 (+1)
11 (0)
14 (+2)
8 (-1)

Passive Perception: 12
Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Flyby. The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Limited Spines. The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft ., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.
Source monster manual

Spirit Naga

Large monstrosity, chaotic evil
Challenge 8 (3,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 75 (10d10+20)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
17 (+3)
14 (+2)
16 (+3)
15 (+2)
16 (+3)

Passive Perception: 12
Saving Throws: Dex +6, Con +5, Wis +5, Cha +6
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, Common
Image

Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

• Cantrips (at will): mage hand, minor illusion, ray of frost
• 1st level (4 slots): charm person, detect magic, sleep
• 2nd level (3 slots): detect thoughts, hold person
• 3rd level (3 slots): lightning bolt, water breathing
• 4th level (3 slots): blight, dimension door
• 5th level (2 slots): dominate person
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Sprite

Tiny fey, neutral good
Challenge 1/4 (50 XP)

Armor Class: 15 (leather armor)
Hit Points: 2 (1d4)
Speed: 10 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
18 (+4)
10 (0)
14 (+2)
13 (+1)
11 (0)

Passive Perception: 13
Skills: Perception +3, Stealth +8
Languages: Common, Elvish, Sylvan
Image

 

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
Source monster manual

Spy

Medium humanoid (any race), any alignment
Challenge 1 (200 XP)

Armor Class: 12
Hit Points: 27 (6d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
10 (0)
12 (+1)
14 (+2)
16 (+3)

Passive Perception: 16
Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Languages: any two languages
Image

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
 

Actions

Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source monster manual

Steam Mephit

Small elemental, neutral evil
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 21 (6d6)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
5 (-3)
11 (0)
10 (0)
11 (0)
10 (0)
12 (+1)

Passive Perception: 10
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Aquan, Ignan
Image

Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
 

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.
Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Stegosaurus

Huge beast, unaligned
Challenge 4 (1,100 XP)

Armor Class: 13 (natural armor)
Hit Points: 76 (8d12+24)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
9 (-1)
17 (+3)
2 (-4)
11 (0)
5 (-3)

Passive Perception: 10
Image

 

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6+5) piercing damage.
Source Volo's Guide

Stench Kow

Large beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 15 (2d10+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
14 (+2)
2 (-4)
10 (0)
4 (-3)

Passive Perception: 10
Damage Resistances: cold, fire, poison
Senses: darkvision 60 ft.
Image

Charge. If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
Stench. Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 26 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.
 

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Source Volo's Guide

Stirge

Tiny beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 14 (natural armor)
Hit Points: 2 (1d4)
Speed: 10 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
16 (+3)
11 (0)
2 (-4)
8 (-1)
6 (-2)

Passive Perception: 9
Senses: darkvision 60 ft.
Image

 

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Source monster manual

Stone Giant

Huge giant, neutral
Challenge 7 (2,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 126 (11d12+55)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
15 (+2)
20 (+5)
10 (0)
12 (+1)
9 (-1)

Passive Perception: 14
Saving Throws: Dex +5, Con +8, Wis +4
Skills: Athletics +12, Perception +4
Senses: darkvision 60 ft.
Languages: Giant
Image

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
 

Actions

Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice. and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown.
Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
 

Reactions

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Source monster manual

Stone Giant Dreamwalker

Huge giant (stone giant), chaotic neutral
Challenge 10 (5,900 XP)

Armor Class: 18 (natural armor)
Hit Points: 161 (14d12+70)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
14 (+2)
21 (+5)
10 (0)
8 (-1)
12 (+1)

Passive Perception: 13
Saving Throws: Dex +6, Con +9, Wis +3
Skills: Athletics +14, Perception +3
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Languages: Common, Giant
Image

Dreamwalker's Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant’s Dreamwalker's Charm for 24 hours.
 

Actions

Multiattack. The giant makes two attacks with its greatclub.
Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft, one target. Hit: 19 (3d8+6) bludgeoning damage.
Petrifying Touch. The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft, one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Source Volo's Guide

Stone Golem

Large construct, unaligned
Challenge 10 (5,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 178 (17d10+85)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (-1)
20 (+5)
3 (-4)
11 (0)
1 (-5)

Passive Perception: 10
Damage Immunities: poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120 ft.
Languages: understands the languages of its creator but can't speak
Image

Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
 

Actions

Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source monster manual

Stonemelder

Medium humanoid (human), neutral evil
Challenge 4 (1,100 XP)

Armor Class: 17 (splint)
Hit Points: 75 (10d8+30)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (0)
16 (+3)
12 (+1)
11 (0)
17 (+3)

Passive Perception: 12
Skills: Intimidation +5, Perception +2
Senses: tremorsense 30 ft.
Languages: Common, Terran
Image

Death Burst. When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding Stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
Spellcasting. The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

• Cantrips (at will): acid splash, blade ward, light, mending, mold earth
• 1st level (4 slots): expeditious retreat, false life, shield
• 2nd level (3 slots): Maximilian's earthen grasp, shatter
• 3rd level (3 slots): erupting earth, meld into stone
• 4th level (1 slot): stoneskin
 

Actions

Black Earth Rod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. The Stonemelder can also expend a spell slot to deal extra damage, dealing 2d8 bludgeoning damage for a 1st level slot, plus an additional 1d8 for each level of the slot above 1st.
Source elemental evil

Storm Giant

Huge giant, chaotic good
Challenge 13 (10,000 XP)

Armor Class: 16 (scale mail)
Hit Points: 230 (20d12+100)
Speed: 50 ft., swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
14 (+2)
20 (+5)
16 (+3)
18 (+4)
18 (+4)

Passive Perception: 19
Saving Throws: Str +14, Con +10, Wis +9, Cha +9
Skills: Arcana +8, Athletics +14, History +8, Perception +9
Damage Resistances: cold
Damage Immunities: lightning, thunder
Languages: Common, Giant
Image

Amphibious. The giant can breathe air and water.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, levitate, light
3/day each: control weather, water breathing
 

Actions

Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Source monster manual

Storm Giant Quintessent

Huge giant (storm giant), chaotic good
Challenge 16 (15,000 XP)

Armor Class: 12
Hit Points: 230 (20d12+100)
Speed: 50 ft., fly 50 ft. (hover), swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
14 (+2)
20 (+5)
17 (+3)
30 (+10)
19 (+4)

Passive Perception: 20
Saving Throws: Str +14, Con +10, Wis +10, Cha +9
Skills: Arcana +8, History +8, Perception +10
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: lightning, thunder
Senses: truesight 60 ft.
Languages: Common, Giant
Image

Amphibious. The giant can breathe air and water.
 

Actions

Multiattack. The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6+9) lightning damage.
Windjavelin. The giant coalesces wind into a javeIin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6+9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.
 

Legendary Actions

Legendary Actions (3/Turn). The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (2 Actions). The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.
One with the Storm (3 Actions). The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.
Source Volo's Guide

Strahd Zombie

Medium undead, unaligned
Challenge 1 (200 XP)

Armor Class: 8
Hit Points: 30 (4d8+12)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
6 (-2)
16 (+3)
3 (-4)
6 (-2)
5 (-3)

Passive Perception: 8
Saving Throws: Wis +0
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: understands the languages it knew in life but can't speak
Image

Loathsome Limbs. Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:

1-8: One leg is severed from the zombie if it has any legs left.

9-16: One arm is severed from the zombie if it has any arms left.

17-20: The zombie is decapitated.

If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack but only against a target in its space.
The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.
 

Actions

Multiattack. The zombie makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
Source curse of strahd

Strahd von Zarovich

Medium undead (shapechanger), lawful evil
Challenge 15 (13,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 144 (17d8+68)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
20 (+5)
15 (+2)
18 (+4)

Passive Perception: 22
Saving Throws: Dex +9, Wis +7, Cha +9
Skills: Arcana +15, Perception +12, Religion +10, Stealth +14
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 120 ft.
Languages: Abyssal, Common, Draconic, Elvish, Giant, Infernal
Image

Shapechanger. If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage he takes from sunlight.
Legendary Resistance (3/Day). If Strahd fails a saving throw, he can choose to succeed instead.
Misty Escape. When he drops to 0 hit points outside his coffin, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in running water or sunlight. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his coffin with 0 hit points, he regains 1 hit point.
Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.
Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Strahd has the following wizard spells prepared:

• Cantrips (at will): mage hand, prestidigitation, ray of frost

•1st level (4 slots): comprehend languages, fog cloud, sleep

•2nd level (3 slots): detect thoughts, gust of wind, mirror image

•3rd level (3 slots): animate dead, fireball, nondetection

•4th level (3 slots): blight, greater invisibility, polymorph

•5th level (1 slot): animate objects, scrying
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Strahd has the following flaws.
Forbiddance: He can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water.
Stake to the Heart: If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity: While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.
 

Actions

Multiattack (Vampire Form Only). Strahd makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage, plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the bludgeoning damage.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd's control.
Charm. Strahd targets one humanoid he can see within 30 ft. of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it.
Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/day). Strahd magically calls 2d4 swarms of bats or swarms rats, provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.
 

Legendary Actions

Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Strahd regains spent legendary actions at the start of his turn.
Move. Strahd moves up to his speed without provoking opportunity attacks.
Unarmed Strike. Strahd makes one unarmed strike.
Bite (Costs 2 Actions). Strahd makes one bite attack.
Source curse of strahd

Strahd's Animated Armor

Medium construct, lawful evil
Challenge 6 (2,300 XP)

Armor Class: 21 (natural armor)
Hit Points: 112 (15d8+45)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
13 (+1)
16 (+3)
9 (-1)
10 (0)
9 (-1)

Passive Perception: 13
Skills: Perception +3
Damage Resistances: cold, fire
Damage Immunities: lightning, poison
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: understands Common but can't speak
Image

Constructed Nature. An animated object doesn't require air, food, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
 

Actions

Multiattack. The armor makes two melee attacks or uses Shocking Bolt twice.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) lightning damage.
Shocking Bolt. Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage.
Source curse of strahd

Succubus/Incubus

Medium fiend (shapechanger), neutral evil
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 66 (12d8+12)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
17 (+3)
13 (+1)
15 (+2)
12 (+1)
20 (+5)

Passive Perception: 15
Skills: Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
Damage Resistances: cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 60 ft.
Languages: Abyssal, Common, Infernal, telepathy 60 ft.
Image

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
 

Actions

Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet.
Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Source monster manual

Swarm of Bats

Medium swarm of Tiny beasts, unaligned
Challenge 1/4 (50 XP)

Armor Class: 12
Hit Points: 22 (5d8)
Speed: 0 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
5 (-3)
15 (+2)
10 (0)
2 (-4)
12 (+1)
4 (-3)

Passive Perception: 11
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: blindsight 60 ft.
Image

Echolocation. The swarm can't use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
Source monster manual

Swarm of Beetles

Medium swarm of Tiny beasts, unaligned
Challenge 1/2 (100 XP)

Armor Class: 12 (natural armor)
Hit Points: 22 (5d8)
Speed: 20 ft., burrow 5 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
13 (+1)
10 (0)
1 (-5)
7 (-2)
1 (-5)

Passive Perception: 8
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: blindsight 10 ft.
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Source monster manual

Swarm of Centipedes

Medium swarm of Tiny beasts, unaligned
Challenge 1/2 (100 XP)

Armor Class: 12 (natural armor)
Hit Points: 22 (5d8)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
13 (+1)
10 (0)
1 (-5)
7 (-2)
1 (-5)

Passive Perception: 8
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: blindsight 10 ft.
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.
Source monster manual

Swarm of Cranium Rats

Medium swarm of Tiny beasts, lawful evil
Challenge 5 (1,800 XP)

Armor Class: 12
Hit Points: 36 (8d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
10 (0)
15 (+2)
11 (0)
14 (+2)

Passive Perception: 10
Damage Resistances: bludgenoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: darkvision 30 ft.
Languages: telepathy 30 ft.
Image

Illumination. As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.
Innate Spellcasting (Psionics). The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components::

• At will: command, comprehend languages, detect thoughts

• 1/day each: confusion, dominate monster
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells.
 

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Source Volo's Guide

Swarm of Insects

Medium swarm of Tiny beasts, unaligned
Challenge 1/2 (100 XP)

Armor Class: 12 (natural armor)
Hit Points: 22 (5d8)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
13 (+1)
10 (0)
1 (-5)
7 (-2)
1 (-5)

Passive Perception: 8
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: blindsight 10 ft.
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Source monster manual

Swarm of Poisonous Snakes

Medium swarm of Tiny beasts, unaligned
Challenge 2 (450 XP)

Armor Class: 14
Hit Points: 36 (8d8)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
18 (+4)
11 (0)
1 (-5)
10 (0)
3 (-4)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: blindsight 10 ft.
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Swarm of Quippers

Medium swarm of Tiny beasts, unaligned
Challenge 1 (200 XP)

Armor Class: 13
Hit Points: 28 (8d8-8)
Speed: 0 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)

Passive Perception: 8
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: darkvision 60 ft.
Image

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
 

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Source monster manual

Swarm of Rats

Medium swarm of Tiny beasts, unaligned
Challenge 1/4 (50 XP)

Armor Class: 10
Hit Points: 24 (7d8-7)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
11 (0)
9 (-1)
2 (-4)
10 (0)
3 (-4)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: darkvision 30 ft.
Image

Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Source monster manual

Swarm of Ravens

Medium swarm of Tiny beasts, unaligned
Challenge 1/4 (50 XP)

Armor Class: 12
Hit Points: 24 (7d8-7)
Speed: 10 ft., fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
8 (-1)
3 (-4)
12 (+1)
6 (-2)

Passive Perception: 15
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Source monster manual

Swarm of Rot Grubs

Medium swarm of Tiny beasts, unaligned
Challenge 1/2 (100 XP)

Armor Class: 8
Hit Points: 22 (5d8)
Speed: 5 ft., climb 5 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
7 (-2)
10 (0)
1 (-5)
2 (-4)
1 (-5)

Passive Perception: 6
Damage Resistances: piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained
Senses: blindsight 10 ft.
Image

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points.
 

Actions

Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target’s turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.
Source Volo's Guide

Swarm of Spiders

Medium swarm of Tiny beasts, unaligned
Challenge 1/2 (100 XP)

Armor Class: 12 (natural armor)
Hit Points: 22 (5d8)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
13 (+1)
10 (0)
1 (-5)
7 (-2)
1 (-5)

Passive Perception: 8
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses: blindsight 10 ft.
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
Web Walker. The swarm ignores movement restrictions caused by webbing.
 

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Source monster manual

Swarm of Wasps

Medium swarm of Tiny beasts, unaligned
Challenge 1/2 (100 XP)

Armor Class: 12 (natural armor)
Hit Points: 22 (5d8)
Speed: 5 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
13 (+1)
10 (0)
1 (-5)
7 (-2)
1 (-5)

Passive Perception: 8
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: blindsight 10 ft.
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Source monster manual

Swashbuckler

Medium humanoid (any race), any non-lawful alignment
Challenge 3 (700 XP)

Armor Class: 17 (leather armor)
Hit Points: 66 (12d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
18 (+4)
12 (+1)
14 (+2)
11 (0)
15 (+2)

Passive Perception: 10
Skills: Acrobatics +8, Athletics +5, Persuasion +6
Languages: any one language (usually Common)
Image

Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
 

Actions

Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Source Volo's Guide

Talis the White

Medium humanoid (half-elf), lawful evil
Challenge 5 (1,800 XP)

Armor Class: 18 (scale mail +1, shield)
Hit Points: 58 (9d8+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
14 (+2)
10 (0)
16 (+3)
16 (+3)

Passive Perception: 16
Saving Throws: Wis +6, Cha +6
Skills: Deception +6, Insight +6, Perception +6, Persuasion +6
Senses: darkvision 60 ft.
Languages: Common, Draconic, Elvish, Infernal
Image

Special Equipment. Talis has +1 scale mail and a wand of winter.
Fey Ancestry. Talis has advantage on saving throws against being charmed, and magic can't put her to sleep.
Spellcasting. Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list:

• Cantrips (at will): guidance, resistance, thaumaturgy
• 1st level (4 slots): command, cure wounds, healing word, inflict wounds
• 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear)
• 3rd level (3 slots): dispel magic, mass healing word, sending
• 4th level (3 slots): death ward, freedom of movement
• 5th level (1 slot): insect plague
Winter Strike (3/Day). Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage.
 

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Source tyranny of dragons

Tanarukk

Medium fiend (demon, orc), chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 95 (10d8+50)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
20 (+5)
9 (-1)
9 (-1)
9 (-1)

Passive Perception: 12
Skills: Intimidation +2, Perception +2
Damage Resistances: fire, poison
Senses: darkvision 60 ft.
Languages: Abyssal, Common, Orc
Image

Aggressive. As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.
Magic Resistance. The tanarukk has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The tanarukk makes two attacks: one with its bite and one with its greatsword.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
 

Reactions

Unbridled Fury. In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.
Source Volo's Guide

Tarrasque

Gargantuan monstrosity (titan), unaligned
Challenge 30 (155,000 XP)

Armor Class: 25 (natural armor)
Hit Points: 676 (33d20+330)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
11 (0)
30 (+10)
3 (-4)
11 (0)
11 (0)

Passive Perception: 10
Saving Throws: Int +5, Wis +9, Cha +9
Damage Immunities: fire, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, frightened, paralyzed, poisoned
Senses: blindsight 120 ft.
Image

Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects.
Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects and structures.
 

Actions

Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tai l. It can use its Swallow instead of its bite.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.
Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.
If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
 

Legendary Actions

Attack. The tarrasque makes one claw attack or tail attack.
Move. The tarrasque moves up to half its speed.
Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses its Swallow.
Source monster manual

The Pudding King

Small humanoid (gnome, shapechanger), chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 13 (16 with mage armor)
Hit Points: 49 (9d6+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
16 (+3)
14 (+2)
12 (+1)
8 (-1)
17 (+3)

Passive Perception: 12
Saving Throws: Con +5, Cha +6
Skills: Arcana +4, Perception +2, Stealth +6, Survival +2
Damage Resistances: acid, poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, Gnomish, Terran, Undercommon
Image

Stone Camouflage. The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The Pudding King has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. The Pudding King's innate spellcasting ability is Intelligence (spell save DC 12). He can innately cast the following spells, requiring no material components:

At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Insanity. The Pudding King has advantage on saving throws against being charmed or frightened.
Spellcasting. The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer spells:

Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation
1st level (4 slots): false life, mage armor, ray of sickness, shield
2nd level (3 slots): crown of madness, misty step
3rd level (3 slots): gaseous form, stinking cloud
4th level (3 slots): blight, confusion
5th level (1 slot): cloudkill
 

Actions

War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d8) piercing damage.
Change Shape. The Pudding King magically transforms into an ooze, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form.
Create Green Slime (Recharges after a Long Rest). The Pudding King creates a patch of green slime (see "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide). The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.
Source out of the abyss

Thorny

Medium plant, neutral
Challenge 1 (200 XP)

Armor Class: 14 (natural armor)
Hit Points: 27 (5d8+5)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
13 (+1)
2 (-4)
10 (0)
6 (-2)

Passive Perception: 14
Skills: Perception +4, Stealth +3
Damage Resistances: lightning, piercing
Senses: darkvision 60 ft.
Image

Plant Camouflage . The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) piercing damage.
Source Volo's Guide

Thri-kreen

Medium humanoid (thri-kreen), chaotic neutral
Challenge 1 (200 XP)

Armor Class: 15 (natural armor)
Hit Points: 33 (6d8+6)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
13 (+1)
8 (-1)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3, Stealth +4, Survival +3
Senses: darkvision 60 ft.
Languages: Thri-kreen
Image

Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
 

Actions

Multiattack. The thri-kreen makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Variant: Weapons Multiattack. The thri-kreen makes two gythka attacks or two chatkcha attacks.
Variant: Gythka. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Variant: Chatkcha. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Source monster manual

Thri-kreen (Psionic)

Medium humanoid (thri-kreen), chaotic neutral
Challenge 1 (200 XP)

Armor Class: 15 (natural armor)
Hit Points: 33 (6d8+6)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
13 (+1)
8 (-1)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3, Stealth +4, Survival +3
Senses: darkvision 60 ft.
Languages: Thri-kreen, telepathy 60 ft.
Image

Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Innate Spellcasting (Psionics). The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)
2/day each: blur, magic weapon
1/day: invisibility (self only)
 

Actions

Multiattack. The thri-kreen makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Variant: Weapons Multiattack. The thri-kreen makes two gythka attacks or two chatkcha attacks.
Variant: Gythka. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Variant: Chatkcha. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Source monster manual

Thug

Medium humanoid (any race), any non-good alignment
Challenge 1/2 (100 XP)

Armor Class: 11 (leather armor)
Hit Points: 32 (5d8+10)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (0)
14 (+2)
10 (0)
10 (0)
11 (0)

Passive Perception: 10
Skills: Intimidation +2
Languages: any one language (usually Common)
Image

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Source monster manual

Thurl Merosska

Medium humanoid (human), lawful evil
Challenge 3 (700 XP)

Armor Class: 16 (breastplate)
Hit Points: 71 (11d8+21)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
11 (0)
10 (0)
15 (+2)

Passive Perception: 10
Skills: Animal Handling +2, Athletics +5, Deception +4, Persuasion +4
Languages: Auran, Common
Image

Spellcasting. Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells:

• Cantrips (at will): friends, gust, light, message, ray of frost
• 1st level (4 slots): expeditious retreat, feather fall, jump
• 2nd level (3 slots): levitate, misty step
• 3rd level (2 slots): haste
 

Actions

Multiattack. Thurl makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
 

Reactions

Parry. Thurl adds 2 to his AC against one melee attack that would hit him. To do so, Thurl must see the attacker and be wielding a melee weapon.
Source tyranny of dragons

Tiamat

Gargantuan fiend, chaotic evil
Challenge 30 (155,000 XP)

Armor Class: 25 (natural armor)
Hit Points: 615 (30d20+300)
Speed: 60 ft., fly 120 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
10 (0)
30 (+10)
26 (+8)
26 (+8)
28 (+9)

Passive Perception: 36
Saving Throws: Str +19, Dex +9, Wis +17
Skills: Arcana +17, Perception +26, Religion +17
Damage Immunities: acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities: blinded, charmed, deafened, frightened, poisoned, stunned
Senses: darkvision 240 ft., truesight 120 ft.
Languages: Common, Draconic, Infernal
Image

Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Tiamat's weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.
Regeneration. Tiamat regains 30 hit points at the start of her turn.
 

Actions

Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
Frightful Presence. Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's Frightful Presence for the next 24 hours.
 

Legendary Actions

Bite. Tiamat can take 5 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn.
Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn.
Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).
Black Dragon Head: Acid Breath (Costs 2 Actions). Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Blue Dragon Head: Lightning Breath (Costs 2 Actions). Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
White Dragon Head: Cold Breath (Costs 2 Actions). Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Source tyranny of dragons

Tiger

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 12
Hit Points: 37 (5d10+10)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
14 (+2)
3 (-4)
12 (+1)
8 (-1)

Passive Perception: 13
Skills: Perception +3, Stealth +6
Senses: darkvision 60 ft.
Image

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Source monster manual

Tlincalli

Large monstrosity, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 85 (10d10+30)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
16 (+3)
8 (-1)
12 (+1)
8 (-1)

Passive Perception: 13
Skills: Perception +4, Stealth +4, Survival +4
Senses: darkvision 60 ft.
Languages: Tlincalli
Image

 

Actions

Multiattack. The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.
Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain against another target.
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source Volo's Guide

Transmuter

Medium humanoid (any race), any alignment
Challenge 5 (1,800 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 40 (9d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
11 (0)
17 (+3)
12 (+1)
11 (0)

Passive Perception: 11
Saving Throws: Int +6, Wis +4
Skills: Arcana +6, History +6
Languages: any four languages
Image

Spellcasting. The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared:

Cantrips (at will): light, mending, prestidigitation, ray of frost

1st level (4 slots): chromatic orb, expeditious retreat*, mage armor

2nd level (3 slots): alter self*, hold person, knock*

3rd level (3 slots): blink*, fireball, slow*

4th level (3 slots): polymorph*, stoneskin

5th level (1 slot): telekinesis*

*Transmutation spell of 1st level or higher
Transmuter's Stone. The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:

•Darkvision out to a range of 60 feet

•An extra 10 feet of speed while the bearer is unencumbered

•Proficiency with Constitution saving throws

•Resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever the transmuter chooses this benefit)

If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.
 

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
Source Volo's Guide

Trapper

Large monstrosity, unaligned
Challenge 3 (700 XP)

Armor Class: 13 (natural armor)
Hit Points: 85 (10d10+30)
Speed: 10 ft., climb 10 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (0)
17 (+3)
2 (-4)
13 (+1)
4 (-3)

Passive Perception: 11
Skills: Stealth +2
Senses: blindsight 30 ft., darkvision 60 ft.
Image

Fake Appearance. While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (investigation) or Intelligence (Nature) check can discern its presence.
Spider Climb. The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Smother. One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6+3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
Source Volo's Guide

Treant

Huge plant, chaotic good
Challenge 9 (5,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 138 (12d12+60)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
8 (-1)
21 (+5)
12 (+1)
16 (+3)
12 (+1)

Passive Perception: 13
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire
Languages: Common, Druidic, Elvish, Sylvan
Image

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
 

Actions

Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Source monster manual

Tree Blight

Huge plant, neutral evil
Challenge 7 (2,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 149 (13d12+65)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
10 (0)
20 (+5)
6 (-2)
10 (0)
3 (-4)

Passive Perception: 10
Condition Immunities: blinded, deafened
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: understands Common and Druidic but doesn't speak
Image

False Appearance. While the blight remains motionless, it is indistinguishable from a dead tree.
Siege Monster. The blight deals double damage to objects and structures.
 

Actions

Multiattack. The blight makes four attacks: two with its branches and two with its grasping roots, If it has a target grappled, the blight can also make a bite attack against the target as a bonus action.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.
Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit (3d6+6) bludgeoning damage.
Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: the target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6+6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight but ends the grapple.
Source curse of strahd

Tressym

Tiny beast, chaotic neutral
Challenge 0 (10 XP)

Armor Class: 12
Hit Points: 5 (2d4)
Speed: 40 ft., climb 30 ft., fly 40' ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
15 (+2)
10 (0)
11 (0)
12 (+1)
12 (+1)

Passive Perception: 15
Skills: Perception +5, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Image

Detect Invisibility. Within 50 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight
Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell.
Poison Sense. The tressym can detect whether a substance is poisonous by taste, touch, or smell.
 

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Source storm kings thunder

Tribal Warrior

Medium humanoid (any race), any alignment
Challenge 1/8 (25 XP)

Armor Class: 12 (hide armor)
Hit Points: 11 (2d8+2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
11 (0)
12 (+1)
8 (-1)
11 (0)
8 (-1)

Passive Perception: 10
Languages: any one language
Image

Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Source monster manual

Triceratops

Huge beast, unaligned
Challenge 5 (1,800 XP)

Armor Class: 13 (natural armor)
Hit Points: 95 (10d12+30)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (-1)
17 (+3)
2 (-4)
11 (0)
5 (-3)

Passive Perception: 10
Image

Trampling Charge. If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.
 

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage
Source monster manual

Tridrone

Medium construct, construct
Challenge 1/2 (100 XP)

Armor Class: 15 (natural armor)
Hit Points: 16 (3d8+3)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
13 (+1)
12 (+1)
9 (-1)
10 (0)
9 (-1)

Passive Perception: 10
Senses: truesight 120 ft.
Languages: Modron
Image

Axiomatic Mind. The tridrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
 

Actions

Multiattack. The tridrone makes three fist attacks or three javelin attacks.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Source monster manual

Troglodyte

Medium humanoid (troglodyte), chaotic evil
Challenge 1/4 (50 XP)

Armor Class: 11 (natural armor)
Hit Points: 13 (2d8+4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
10 (0)
14 (+2)
6 (-2)
10 (0)
6 (-2)

Passive Perception: 10
Skills: Stealth +2
Senses: darkvision 60 ft.
Languages: Troglodyte
Image

Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
Stench. Any creature other than a troglodyte that starts its turn within 5 ft. of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The troglodyte makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Source monster manual

Troglodyte Champion of Laogzed

Medium humanoid (troglodyte), chaotic evil
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 59 (7d8+28)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
18 (+4)
8 (-1)
23 (+6)
12 (+1)

Passive Perception: 11
Skills: Athletics +6, Intimidation +3, Stealth +3
Senses: darkvision 60 ft.
Languages: Troglodyte
Image

Chameleon Skin. The troglodyte has aadvantage on Dexterity (Stealth) checks made to hide.
Stench. Any creature other than a ttroglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all ttroglodytes for 1 hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The troglodyte makes three attacks: one with its bite and two with either its claws or its greatclub.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Greatclub. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Acid Spray (Recharge 6). The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Source out of the abyss

Troll

Large giant, chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 84 (8d10+40)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
20 (+5)
7 (-2)
9 (-1)
7 (-2)

Passive Perception: 12
Skills: Perception +2
Senses: darkvision 60 ft.
Languages: Giant
Image

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Variant: Loathsome Limbs. Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:
1-10: Nothing else happens.
11-14: One leg is severed from the troll if it has any legs left.
15- 18: One arm is severed from the troll if it has any arms left.
19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.
If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.
If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space.
The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.
 

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Source monster manual

Twig Blight

Small plant, neutral evil
Challenge 1/8 (25 XP)

Armor Class: 13 (natural armor)
Hit Points: 4 (1d6+1)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
13 (+1)
12 (+1)
4 (-3)
8 (-1)
3 (-4)

Passive Perception: 9
Skills: Stealth +3
Damage Vulnerabilities: fire
Condition Immunities: blinded, deafened
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: understands Common but can't speak
Image

False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.
 

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Source monster manual

Tyrannosaurus Rex

Huge beast, unaligned
Challenge 8 (3,900 XP)

Armor Class: 13 (natural armor)
Hit Points: 136 (13d12+52)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (0)
19 (+4)
2 (-4)
12 (+1)
9 (-1)

Passive Perception: 14
Skills: Perception +4
Image

 

Actions

Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Source monster manual

Ulitharid

Large aberration, lawful evil
Challenge 9 (5,000 XP)

Armor Class: 15 (breastplate)
Hit Points: 127 (17d10+14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
15 (+2)
21 (+5)
19 (+4)
21 (+5)

Passive Perception: 18
Saving Throws: Int +9, Wis +8, Cha +9
Skills: Arcana +9, Insight +8, Perception +8, Stealth +5
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon, telepathy 2 miles
Image

Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects.
Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. lithe ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).
Innate Spellcasting (Psionics). The ulitharid’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis
 

Actions

Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5-6). The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source Volo's Guide

Ultroloth

Medium fiend (yugoloth), neutral evil
Challenge 13 (10,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 153 (18d8+72)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
18 (+4)
18 (+4)
15 (+2)
19 (+4)

Passive Perception: 17
Skills: Intimidation +9, Perception +7, Stealth +8
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: acid, poison
Condition Immunities: charmed, frightened, poisoned
Senses: truesight 120 ft.
Languages: Abyssal, Infernal, telepathy 120 ft.
Image

Innate Spellcasting. The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components:

At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion
3/day each: dimension door, fear, wall of fire
1/day each: fire storm, mass suggestion
Magic Resistance. The ultroloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The ultroloth's weapon attacks are magical.
 

Actions

Multiattack. The ultroloth can use its Hypnotic Gaze and makes three melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Hypnotic Gaze. The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours.
Teleport. The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Variant: Summon Yugoloth (1/Day). The yugoloth chooses what to summon and attempts a magical summoning.
An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth.
A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
Source monster manual

Umber Hulk

Large monstrosity, chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 18 (natural armor)
Hit Points: 93 (11d10+33)
Speed: 30 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
13 (+1)
16 (+3)
9 (-1)
10 (0)
10 (0)

Passive Perception: 10
Senses: darkvision 120 ft., tremorsense 60 ft.
Languages: Umber Hulk
Image

Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated.
On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.
Tunneler. The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
 

Actions

Multiattack. The umber hulk makes three attacks: two with its claws and one with its mandibles.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Source monster manual

Unicorn

Large celestial, lawful good
Challenge 5 (1,800 XP)

Armor Class: 12
Hit Points: 67 (9d10+18)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
15 (+2)
11 (0)
17 (+3)
16 (+3)

Passive Perception: 13
Damage Immunities: poison
Condition Immunities: charmed, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
Image

Charge. If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn's weapon attacks are magical.
 

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
 

Legendary Actions

Hooves. The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
Source monster manual

Uthgardt Shaman

Medium humanoid (human), neutral evil
Challenge 2 (450 XP)

Armor Class: 13
Hit Points: 38 (7d8+7)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
13 (+1)
10 (0)
15 (+2)
12 (+1)

Passive Perception: 14
Skills: Medicine +4, Nature +4, Perception +4, Survival +6
Languages: Bothii, Common
Image

Innate Spellcasting. The shaman can innately cast the following spells. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).

• At Will: dancing lights, message, mage hand, thaumaturgy
• 1/day: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians
 

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8 + 2) piercing damage if wielded with two hands.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Source storm kings thunder

Vampire

Medium undead (shapechanger), lawful evil
Challenge 13 (10,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 144 (17d8+68)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
17 (+3)
15 (+2)
18 (+4)

Passive Perception: 17
Saving Throws: Dex +9, Wis +7, Cha +9
Skills: Perception +7, Stealth +9
Damage Resistances: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 120 ft.
Languages: the languages it knew in life
Image

Shapechanger. If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
 

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
 

Legendary Actions

Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Source monster manual

Vampire Spawn

Medium undead, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 82 (11d8+33)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
11 (0)
10 (0)
12 (+1)

Passive Perception: 13
Saving Throws: Dex +6, Wis +3
Skills: Perception +3, Stealth +6
Damage Resistances: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 60 ft.
Languages: the languages it knew in life
Image

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
 

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Source monster manual

Vampire Spellcaster

Medium undead (shapechanger), lawful evil
Challenge 15 (13,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 144 (17d8+68)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
17 (+3)
15 (+2)
18 (+4)

Passive Perception: 17
Saving Throws: Dex +9, Wis +7, Cha +9
Skills: Perception +7, Stealth +9
Damage Resistances: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 120 ft.
Languages: the languages it knew in life
Image

Shapechanger. If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared:

• Cantrips (at will): mage hand, prestidigitation, ray of frost
• 1st level (4 slots): comprehend languages, fog cloud, sleep
• 2nd level (3 slots): detect thoughts, gust of wind, mirror image
• 3rd level (3 slots): animate dead, bestow curse, nondetection
• 4th level (3 slots): blight, greater invisibility
• 5th level (1 slot): dominate person
 

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Source monster manual

Vampire Warrior

Medium undead (shapechanger), lawful evil
Challenge 15 (13,000 XP)

Armor Class: 18 (plate)
Hit Points: 144 (17d8+68)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
17 (+3)
15 (+2)
18 (+4)

Passive Perception: 17
Saving Throws: Dex +9, Wis +7, Cha +9
Skills: Perception +7, Stealth +9
Damage Resistances: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 120 ft.
Languages: the languages it knew in life
Image

Shapechanger. If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
 

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.
Source monster manual

Vampiric Ixitxachitl

Medium aberration, chaotic evil
Challenge 2 (450 XP)

Armor Class: 16 (natural armor)
Hit Points: 44 (8d8+8)
Speed: 0 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
18 (+4)
13 (+1)
12 (+1)
13 (+1)
7 (-2)

Passive Perception: 11
Senses: darkvision 60 ft.
Languages: Abyssal, Ixitxachitl
Image

 

Actions

Vampiric Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
 

Reactions

Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Source out of the abyss

Vampiric Ixitxachitl Cleric

Medium aberration, chaotic evil
Challenge 2 (450 XP)

Armor Class: 16 (natural armor)
Hit Points: 44 (8d8+8)
Speed: 0 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
18 (+4)
13 (+1)
12 (+1)
13 (+1)
7 (-2)

Passive Perception: 11
Senses: darkvision 60 ft.
Languages: Abyssal, Ixitxachitl
Image

Spellcasting. The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared:

Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): charm person, create or destroy water
2nd level (3 slots): hold person, silence
3rd level (2 slots): dispel magic, tongues
 

Actions

Vampiric Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
 

Reactions

Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Source out of the abyss

Vanifer

Medium humanoid (tiefling), neutral evil
Challenge 9 (5,000 XP)

Armor Class: 15 (studded leather)
Hit Points: 112 (15d8+45)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
17 (+3)
12 (+1)
13 (+1)
19 (+4)

Passive Perception: 11
Skills: Arcana +5, Deception +8, Performance +8
Damage Immunities: fire
Senses: darkvision 60 ft.
Languages: Common, Ignan, Infernal
Image

Funeral Pyre. When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes.
Legendary Resistance (2/Day). If Vanifer fails a saving throw, she can choose to succeed instead.
Spellcasting. Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells:

• Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy
• 1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield
• 2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
• 3rd level (3 slots): counterspell, fireball, hypnotic pattern
• 4th level (3 slots): wall of fire
• 5th level (2 slots): dominate person
 

Actions

Multiattack. Vanifer makes two attacks.
Tinderstrike. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) fire damage.
Source elemental evil

Vargouille

Tiny fiend, chaotic evil
Challenge 1 (200 XP)

Armor Class: 12
Hit Points: 13 (3d4+6)
Speed: 5 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
14 (+2)
4 (-3)
7 (-2)
2 (-4)

Passive Perception: 8
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak
Image

 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 10 (3d6) poison damage.
Kiss . The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for ft., the target is immune to the Stunning Shriek of all vargouilles for 1 hour.
Source Volo's Guide

Vegepygmy

Small plant, neutral
Challenge 1/4 (50 XP)

Armor Class: 13 (natural armor)
Hit Points: 9 (2d6+2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
14 (+2)
13 (+1)
6 (-2)
11 (0)
7 (-2)

Passive Perception: 12
Skills: Perception +2, Stealth +4
Damage Resistances: lightning, piercing
Senses: darkvision 60 ft.
Languages: Vegepygmy
Image

Plant Camouflage . The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Plant Camouflage . The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Regeneration. The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
 

Actions

Claws . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Source Volo's Guide

Vegepygmy Chief

Small plant, neutral
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 33 (6d6+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
14 (+2)
7 (-2)
12 (+1)
9 (-1)

Passive Perception: 13
Skills: Perception +3, Stealth +4
Damage Resistances: lightning, piercing
Senses: darkvision 60 ft.
Languages: Vegepygmy
Image

 

Actions

Multiattack. The vegepygmy makes two attacks with its claws or two melee attacks with its spear.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (id8+2) piercing damage if used with two hands to make a melee attack.
Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source Volo's Guide

Velociraptor

Tiny beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 13 (natural armor)
Hit Points: 10 (3d4+3)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
14 (+2)
13 (+1)
4 (-3)
12 (+1)
6 (-2)

Passive Perception: 13
Skills: Perception +3
Image

Pack Tactics. The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
 

Actions

Multiattack. The velociraptor makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
Source Volo's Guide

Veteran

Medium humanoid (any race), any alignment
Challenge 3 (700 XP)

Armor Class: 17 (splint)
Hit Points: 58 (9d8+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
14 (+2)
10 (0)
11 (0)
10 (0)

Passive Perception: 12
Skills: Athletics +5, Perception +2
Languages: any one language (usually Common)
Image

 

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Source monster manual

Vine Blight

Medium plant, neutral evil
Challenge 1/2 (100 XP)

Armor Class: 12 (natural armor)
Hit Points: 26 (4d8+4)
Speed: 10 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
8 (-1)
14 (+2)
5 (-3)
10 (0)
3 (-4)

Passive Perception: 10
Skills: Stealth +1
Condition Immunities: blinded, deafened
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: Common
Image

False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.
 

Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can't constrict another target.
Entangling Plants (Recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success.
Source monster manual

Violet Fungus

Medium plant, unaligned
Challenge 1/4 (50 XP)

Armor Class: 5
Hit Points: 18 (4d8)
Speed: 5 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
1 (-5)
10 (0)
1 (-5)
3 (-4)
1 (-5)

Passive Perception: 6
Condition Immunities: blinded, deafened, frightened
Senses: blindsight 30 ft. (blind beyond this radius)
Image

False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
 

Actions

Multiattack. The fungus makes 1d4 Rotting Touch attacks.
Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.
Source monster manual

Vladimir Horngaard

Medium undead, lawful evil
Challenge 7 (2,900 XP)

Armor Class: 17 (half plate)
Hit Points: 192 (16d8+64)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
18 (+4)
13 (+1)
16 (+3)
18 (+4)

Passive Perception: 13
Saving Throws: Str +7, Con +7, Wis +6, Cha +7
Damage Resistances: necrotic, psychic
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

Regeneration. Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.
Rejuvenation. When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Turn Immunity. Vladimir is immune to effects that turn undead.
Vengeful Tracker. Vladimir knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Vladimir are on different planes of existence. If the creature being tracked by Vladimir dies, Vladimir knows.
 

Actions

Multiattack. Vladimir makes two fist attacks or two attacks with his +2 Greatsword.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against which Vladimir has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape DC 14) provided the target is Large or smaller.
Greatsword +2. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6+4) slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with this weapon.
Vengeful Glare. Vladimir targets one creature he can see within 30 feet of him and against which he has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Vladimir deals damage to it, or until the end of Vladimir's next turn. When the paralysis ends, the target is frightened of Vladimir for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success.
Source curse of strahd

Vrock

Large fiend (demon), chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 104 (11d10+44)
Speed: 40 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
18 (+4)
8 (-1)
13 (+1)
8 (-1)

Passive Perception: 11
Saving Throws: Dex +5, Wis +4, Cha +2
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Abyssal, telepathy 120 ft.
Image

Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The vrock makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Spores (Recharge 6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .
Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Vulture

Medium beast, unaligned
Challenge 0 (10 XP)

Armor Class: 10
Hit Points: 5 (1d8+1)
Speed: 10 ft., fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
10 (0)
13 (+1)
2 (-4)
12 (+1)
4 (-3)

Passive Perception: 13
Skills: Perception +3
Image

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Source monster manual

War Priest

Medium humanoid (any race), any alignment
Challenge 9 (5,000 XP)

Armor Class: 18 (plate)
Hit Points: 117 (18d8+36)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (0)
14 (+2)
11 (0)
17 (+3)
13 (+1)

Passive Perception: 13
Saving Throws: Con +6, Wis +7
Skills: Intimidation +5, Religion +4
Languages: any two languages
Image

Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): light, mending, sacred flame, spare the dying

1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith

2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon

3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water wall

4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin

5th level (1 slot): flame strike, mass cure wounds, hold monster
 

Actions

Multiattack. The priest makes two melee attacks.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) bludgeoning damage.
 

Reactions

Guided Strike (Recharges after a Short or Long Rest). The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
Source Volo's Guide

Warhorse

Large beast, unaligned
Challenge 1/2 (100 XP)

Armor Class: 11
Hit Points: 19 (3d10+3)
Speed: 60 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
13 (+1)
2 (-4)
12 (+1)
7 (-2)

Passive Perception: 11
Image

Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
 

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Source monster manual

Warhorse Skeleton

Large undead, lawful evil
Challenge 1/2 (100 XP)

Armor Class: 13 (barding scraps)
Hit Points: 22 (3d10+6)
Speed: 60 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
15 (+2)
2 (-4)
8 (-1)
5 (-3)

Passive Perception: 9
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft.
Image

 

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Source monster manual

Warlock of the Archfey

Medium humanoid (any race), any alignment
Challenge 4 (1,100 XP)

Armor Class: 11 (14 with mage armor)
Hit Points: 49 (11d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
13 (+1)
11 (0)
11 (0)
12 (+1)
18 (+4)

Passive Perception: 11
Saving Throws: Wis +3, Cha +6
Skills: Arcana +2, Deception +6, Nature +2, Persuasion +6
Condition Immunities: charmed
Languages: any two languages (usually Sylvan)
Image

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: disguise self, mage armor (self only), silent image, speak with animals

1/day: conjure fey
Spellcasting. The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery

1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep
 

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
 

Reactions

Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
Source Volo's Guide

Warlock of the Fiend

Medium humanoid (any race), any alignment
Challenge 7 (2,900 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 78 (12d8+24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
15 (+2)
12 (+1)
12 (+1)
18 (+4)

Passive Perception: 11
Saving Throws: Wis +4, Cha +7
Skills: Arcana +4, Deception +7, Persuasion +7, Religion +4
Damage Resistances: slashing damage from nonmagical attacks not made with silvered weapons
Senses: darkvision 60 ft.
Languages: any two languages (usually Abyssal or Infernal)
Image

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: alter self, false life, levitate (self only), mage armor (self only), silent image

1/day each: feeblemind, finger of death, plane shift
Spellcasting. The warlock is a l7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp

1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One's Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.
 

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.
Source Volo's Guide

Warlock of the Great Old One

Medium humanoid (any race), any alignment
Challenge 6 (2,300 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 91 (14d8+28)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
15 (+2)
12 (+1)
12 (+1)
18 (+4)

Passive Perception: 11
Saving Throws: Wis +4, Cha +7
Skills: Arcana +4, History +4
Damage Resistances: psychic
Senses: darkvision 60 ft.
Languages: any two languages, telepathy 30 ft.
Image

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: detect magic, jump, levitate, mage armor (self only), speak with dead

1/day each: arcane gate, true seeing
Spellcasting. The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp

1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch
Whispering Aura. At the start of each of the warlock’s turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn’t incapacitated.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Source Volo's Guide

Warlord

Medium humanoid (any race), any alignment
Challenge 12 (8,400 XP)

Armor Class: 18 (plate)
Hit Points: 229 (27d8+108)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
16 (+3)
18 (+4)
12 (+1)
12 (+1)
18 (+4)

Passive Perception: 15
Saving Throws: Str +9, Dex +7, Con +8
Skills: Athletics +9, Intimidation +8, Perception +5, Persuasion +8
Languages: any two languages
Image

Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll.
Survivor. The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.
 

Actions

Multiattack. The warlord makes two weapon attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 it, one target. Hit: 6 (1d6+3) piercing damage.
 

Legendary Actions

Legendary Actions (3/Turn). The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.
Weapon Attack. The warlord makes a weapon attack.
Command Ally. The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord’s next turn.
Source Volo's Guide

Water Elemental

Large elemental, neutral
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 114 (12d10+48)
Speed: 30 ft., swim 90 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
18 (+4)
5 (-3)
10 (0)
8 (-1)

Passive Perception: 10
Damage Resistances: acid, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft.
Languages: Aquan
Image

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
 

Actions

Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
Source monster manual

Water Elemental Myrmidon

Medium elemental, neutral
Challenge 7 (2,900 XP)

Armor Class: 18 (plate)
Hit Points: 127 (17d8+51)
Speed: 40 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
15 (+2)
8 (-1)
10 (0)
10 (0)

Passive Perception: 10
Damage Resistances: acid; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: paralyzed, petrified, poisoned, prone
Senses: darkvision 60 ft.
Languages: Aquan, one language of its creator's choice
Image

Magic Weapons. The myrmidon's weapon attacks are magical.
 

Actions

Multiattack. The myrmidon makes three trident attacks.
Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage, and the target's speed is reduced by 10 feet until the end of the myrmidon's next turn.
Source elemental evil

Water Weird

Large elemental, neutral
Challenge 3 (700 XP)

Armor Class: 13
Hit Points: 58 (9d10+9)
Speed: 0 ft., swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
16 (+3)
13 (+1)
11 (0)
10 (0)
10 (0)

Passive Perception: 10
Damage Resistances: fire, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
Senses: blindsight 30 ft.
Languages: understands Aquan but doesn't speak
Image

Invisible in Water. The water weird is invisible while fully immersed in water.
Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
 

Actions

Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 ft. toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.
Source monster manual

Weasel

Tiny beast, unaligned
Challenge 0 (10 XP)

Armor Class: 13
Hit Points: 1 (1d4-1)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
16 (+3)
8 (-1)
2 (-4)
12 (+1)
3 (-4)

Passive Perception: 13
Skills: Perception +3, Stealth +5
Image

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Source monster manual

Werebear

Medium humanoid (human, shapechanger), neutral good
Challenge 5 (1,800 XP)

Armor Class: 10 (in humanoid form, 11 in bear and hybrid forms )
Hit Points: 135 (18d8+54)
Speed: 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
17 (+3)
11 (0)
12 (+1)
12 (+1)

Passive Perception: 17
Skills: Perception +7
Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Languages: Common (can't speak in bear form)
Image

Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The werebear has advantage on WisGlom (Perception) checks that rely on smell.
 

Actions

Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Source monster manual

Wereboar

Medium humanoid (human, shapechanger), neutral evil
Challenge 4 (1,100 XP)

Armor Class: 10 (in humanoid form, 11 in boar and hybrid forms )
Hit Points: 78 (12d8+24)
Speed: 30 ft. (40 ft. in boar form)

STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (0)
15 (+2)
10 (0)
11 (0)
8 (-1)

Passive Perception: 12
Skills: Perception +2
Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Languages: Common (can't speak in boar form)
Image

Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
 

Actions

Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.
Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
Source monster manual

Wererat

Medium humanoid (human, shapechanger), lawful evil
Challenge 2 (450 XP)

Armor Class: 12
Hit Points: 33 (6d8+6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
12 (+1)
11 (0)
10 (0)
8 (-1)

Passive Perception: 12
Skills: Perception +2, Stealth +4
Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Senses: darkvision 60 ft. (rat form only)
Languages: Common (can't speak in rat form)
Image

Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only).. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source monster manual

Wereraven

Medium humanoid (human, shapechanger), lawful good
Challenge 2 (450 XP)

Armor Class: 12
Hit Points: 31 (7d8)
Speed: 30 ft., fly 50 ft. in raven and hybrid forms

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
11 (0)
13 (+1)
15 (+2)
14 (+2)

Passive Perception: 16
Skills: Insight +4, Perception +6
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Languages: Common (can't speak in raven form)
Image

Shapechanger. The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.
Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
 

Actions

Multiattack (Human or Hybrid Form Only). The wereraven makes two weapon attacks, one of which can be with its hand crossbow.
Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
Source curse of strahd

Weretiger

Medium humanoid (human, shapechanger), neutral
Challenge 4 (1,100 XP)

Armor Class: 12
Hit Points: 120 (16d8+48)
Speed: 30 ft. (40 ft. in tiger form)

STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
16 (+3)
10 (0)
13 (+1)
11 (0)

Passive Perception: 15
Skills: Perception +5, Stealth +4
Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Senses: darkvision 60 ft.
Languages: Common (can't speak in tiger form)
Image

Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
 

Actions

Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Source monster manual

Werewolf

Medium humanoid (human, shapechanger), chaotic evil
Challenge 3 (700 XP)

Armor Class: 11 (in humanoid form, 12 in wolf or hybrid form)
Hit Points: 58 (9d8+18)
Speed: 30 ft. (40 ft. in wolf form)

STR
DEX
CON
INT
WIS
CHA
15 (+2)
13 (+1)
14 (+2)
10 (0)
11 (0)
10 (0)

Passive Perception: 14
Skills: Perception +4
Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Languages: Common (can't speak in wolf form)
Image

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 

Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Source monster manual

White Dragon Wyrmling

Medium dragon, chaotic evil
Challenge 2 (450 XP)

Armor Class: 16 (natural armor)
Hit Points: 32 (5d8+10)
Speed: 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
10 (0)
14 (+2)
5 (-3)
10 (0)
11 (0)

Passive Perception: 14
Saving Throws: Dex +2, Con +4, Wis +2, Cha +2
Skills: Perception +4, Stealth +2
Damage Immunities: cold
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Draconic
Image

 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Source monster manual

White Guard Drake

Medium dragon, unaligned
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 52 (7d8+21)
Speed: 30 ft., burrow 20 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
7 (-2)

Passive Perception: 12
Skills: Perception +2
Damage Resistances: cold
Senses: darkvision 60 ft.
Languages: understands Draconic but can't speak it
Image

Source. Volo's Guide to Monsters, p. 158
 

Actions

Multiattack. The drake attacks twice, once with its bite and once with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Source Volo's Guide

Wiggan Nettlebee

Small humanoid (halfling), neutral evil
Challenge 2 (450 XP)

Armor Class: 11 (16 with barkskin)
Hit Points: 36 (8d6+8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
12 (+1)
12 (+1)
14 (+2)
15 (+2)
13 (+1)

Passive Perception: 12
Skills: Deception +3, Insight +4
Languages: Common, Halfling
Image

Brave Devotion. Wiggan has advantage on saving throws against being charmed or frightened.
Spellcasting. Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:

• Cantrips (at will): guidance, light, mending, shillelagh, thaumaturgy
• 1st Level (4 slots): animal friendship, cure wounds, healing word, inflict wounds, speak with animals
• 2nd Level (3 slots): barkskin, spike growth, spiritual weapon
 

Actions

Multiattack. Wiggan makes two attacks with his wooden cane.
Wooden Cane. Melee Weapon Attack: +0 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh.
Source elemental evil

Wight

Medium undead, neutral evil
Challenge 3 (700 XP)

Armor Class: 14 (studded leather)
Hit Points: 45 (6d8+18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
16 (+3)
10 (0)
13 (+1)
15 (+2)

Passive Perception: 13
Skills: Perception +3, Stealth +4
Damage Immunities: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: the languages it knew in life
Image

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Source monster manual

Will-o'-Wisp

Tiny undead, chaotic evil
Challenge 2 (450 XP)

Armor Class: 19
Hit Points: 22 (9d4)
Speed: 0 ft., fly 50 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
28 (+9)
10 (0)
13 (+1)
14 (+2)
11 (0)

Passive Perception: 12
Damage Resistances: acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: lightning, poison
Condition Immunities: exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: darkvision 120 ft.
Languages: the languages it knew in life
Image

Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
Ephemeral. The will-o'-wisp can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Variable Illumination. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
 

Actions

Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).
Source monster manual

Windharrow

Medium humanoid (half-elf), neutral evil
Challenge 3 (700 XP)

Armor Class: 15 (studded leather)
Hit Points: 55 (10d8+10)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
16 (+3)
12 (+1)
14 (+2)
10 (0)
17 (+3)

Passive Perception: 10
Skills: Acrobatics +5, Deception +7, Persuasion +5, Performance +7, Stealth +5
Senses: darkvision 60 ft.
Languages: Auran, Common, Elvish
Image

Fey Ancestry. Windharrow has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells:

• Cantrips (at will): friends, prestidigitation, vicious mockery
• 1st level (4 slots): disguise self, dissonant whispers, thunderwave
• 2nd level (3 slots): invisibility, shatter, silence
• 3rd level (3 slots): nondetection, sending, tongues
• 4th level (2 slots): confusion, dimension door
 

Actions

Multiattack. Windharrow makes two melee attacks.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.
Source elemental evil

Winged Kobold

Small humanoid (kobold), lawful evil
Challenge 1/4 (50 XP)

Armor Class: 13
Hit Points: 7 (3d6-3)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
16 (+3)
9 (-1)
8 (-1)
7 (-2)
8 (-1)

Passive Perception: 8
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.
Source monster manual

Winter Wolf

Large monstrosity, neutral evil
Challenge 3 (700 XP)

Armor Class: 13 (natural armor)
Hit Points: 75 (10d10+20)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
14 (+2)
7 (-2)
12 (+1)
8 (-1)

Passive Perception: 15
Skills: Perception +5, Stealth +3
Damage Immunities: cold
Languages: Common, Giant, Winter Wolf
Image

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Source monster manual

Wolf

Medium beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 13 (natural armor)
Hit Points: 11 (2d8+2)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
12 (+1)
3 (-4)
12 (+1)
6 (-2)

Passive Perception: 13
Skills: Perception +3, Stealth +4
Image

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Source monster manual

Wood Woad

Medium plant, lawful neutral
Challenge 5 (1,800 XP)

Armor Class: 18 (natural armor, shield)
Hit Points: 75 (10d8+30)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
16 (+3)
10 (0)
13 (+1)
8 (-1)

Passive Perception: 14
Skills: Athletics +7, Perception +4, Stealth +4
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Languages: Sylvan
Image

Magic Club. In the wood woad’s hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).
Plant Camouflage. The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Tree Stride. Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
 

Actions

Multiattack. The wood woad makes two attacks with its club.
Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.
Source Volo's Guide

Worg

Large monstrosity, neutral evil
Challenge 1/2 (100 XP)

Armor Class: 13 (natural armor)
Hit Points: 26 (4d10+4)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
13 (+1)
7 (-2)
11 (0)
8 (-1)

Passive Perception: 14
Skills: Perception +4
Senses: darkvision 60 ft.
Languages: Goblin, Worg
Image

Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Source monster manual

Wraith

Medium undead, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 13
Hit Points: 67 (9d8+27)
Speed: 0 ft., fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
6 (-2)
16 (+3)
16 (+3)
12 (+1)
14 (+2)
15 (+2)

Passive Perception: 12
Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft.
Languages: the languages it knew in life
Image

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Source monster manual

Wyvern

Large dragon, unaligned
Challenge 6 (2,300 XP)

Armor Class: 13 (natural armor)
Hit Points: 110 (13d10+39)
Speed: 20 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
16 (+3)
5 (-3)
12 (+1)
6 (-2)

Passive Perception: 14
Skills: Perception +4
Senses: darkvision 60 ft.
Image

 

Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Xorn

Medium elemental, neutral
Challenge 5 (1,800 XP)

Armor Class: 19 (natural armor)
Hit Points: 73 (7d8+42)
Speed: 20 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (0)
22 (+6)
11 (0)
10 (0)
11 (0)

Passive Perception: 16
Skills: Perception +6, Stealth +3
Damage Resistances: piercing and slashing from nonmagical weapons that aren't adamantine
Senses: darkvision 60 ft., tremorsense 60 ft.
Languages: Terran
Image

Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
Stone Camouflage. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.
 

Actions

Multiattack. The xorn makes three claw attacks and one bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Source monster manual

Xvart

Small humanoid (xvart), chaotic evil
Challenge 1/8 (25 XP)

Armor Class: 13 (leather armor)
Hit Points: 7 (2d6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
10 (0)
8 (-1)
7 (-2)
7 (-2)

Passive Perception: 8
Skills: Stealth +4
Senses: darkvision 30 ft.
Languages: Abyssal
Image

Low Cunning. The xvart can take the Disengage action as a bonus action on each of its turns.
Overbearing Pack. The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated.
Raxivort's Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.
 

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Source Volo's Guide

Xvart Speaker

Small humanoid (xvart), chaotic evil
Challenge 1/8 (25 XP)

Armor Class: 13 (leather armor)
Hit Points: 7 (2d6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
10 (0)
11 (0)
7 (-2)
7 (-2)

Passive Perception: 8
Skills: Stealth +4
Senses: darkvision 30 ft.
Languages: Abyssal plus one other language, usually Common or Goblin
Image

Source Volo's Guide

Xvart Warlock of Raxivort

Small humanoid (xvart), chaotic evil
Challenge 1 (200 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 22 (5d6+5)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
12 (+1)
8 (-1)
11 (0)
12 (+1)

Passive Perception: 10
Skills: Stealth +3
Senses: darkvision 30 ft.
Languages: Abyssal
Image

Innate Spellcasting. The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components:

At will: detect magic, mage armor (self only)
Spellcasting. The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC ll, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation

1st-2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray
Low Cunning. The xvart can take the Disengage action as a bonus action on each of its turns.
Overbearing Pack. The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated.
Raxivort's Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.
 

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Source Volo's Guide

Yakfolk Priest

Large monstrosity, neutral evil
Challenge 4 (1,100 XP)

Armor Class: 12 (hide armor)
Hit Points: 52 (7d10+14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (0)
15 (+2)
14 (+2)
18 (+4)
14 (+2)

Passive Perception: 14
Skills: Deception +4, Medicine +6, Survival +6
Languages: Common, Yikaria
Image

Possession (Recharges after a rest. The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest or the attempt fails. At the end of the rest, the target must succeed a DC 12 Con saving throw or be possessed by the yakfolk, which disappears with everything its carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and it unaware of its surroundings. The yakfolk now controls the body and cannot be targeted by any attack, spell, or other effect, and it retains its alignment, its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.
The possession lats until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as dispel evil and good spell. When the possession ends, the yakfolk appears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well and its body does not reappear.
Spellcasting. The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The priest has the following cleric spells prepared:

• Cantrips (at will): light, mending, sacred flame, thaumaturgy
• 1st level (4 slots): bane, command, cure wounds, sanctuary
• 2nd level (3 slots): augury, hold person, spiritual weapon
• 3rd level (3 slots): bestow curse, protection from energy, sending
• 4th level (1 slots): banishment
 

Actions

Multiattack. The yakfolk makes two attacks, either with it's greatsword or its longbow
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, or 12 (2d8+3) bludgeoning damage if used with two hands.
Summon Earth Elemental (1/day). The yakfolk summons an earth elemental. The elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.
Source storm kings thunder

Yakfolk Warrior

Large monstrosity, neutral evil
Challenge 3 (700 XP)

Armor Class: 11 (leather)
Hit Points: 60 (8d10+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
11 (0)
15 (+2)
14 (+2)
15 (+2)
14 (+2)

Passive Perception: 12
Skills: Deception +4, Survival +4
Languages: Common, Yikaria
Image

Possession (Recharges after a rest. The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest or the attempt fails. At the end of the rest, the target must succeed a DC 12 Con saving throw or be possessed by the yakfolk, which disappears with everything its carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and it unaware of its surroundings. The yakfolk now controls the body and cannot be targeted by any attack, spell, or other effect, and it retains its alignment, its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.
The possession lats until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as dispel evil and good spell. When the possession ends, the yakfolk appears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well and its body does not reappear.
 

Actions

Multiattack. The yakfolk makes two attacks, either with it's greatsword or its longbow
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 9 (2d8) piercing damage.
Source storm kings thunder

Yan-C-Bin

Huge elemental, neutral evil
Challenge 18 (20,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 283 (21d12+147)
Speed: 50 ft., fly 150 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
24 (+7)
24 (+7)
16 (+3)
21 (+5)
23 (+6)

Passive Perception: 15
Saving Throws: Dex +13, Wis +11, Cha +12
Damage Resistances: cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: lightning, poison, thunder
Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned, prone, restrained
Senses: blindsight 120 ft.
Languages: Auran
Image

Air Form. Yan-C-Bin can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.
Empowered Attacks. Yan-C-Bin's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Innate Spellcasting. Yan-C-Bin's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

• At will: gust of wind, invisibility, lightning bolt
• 2/day each: chain lightning, cloudkill, haste
Legendary Resistance (3/Day). If Yan-C-Bin fails a saving throw, he can choose to succeed instead.
Magic Resistance. Yan-C-Bin has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. Yan-C-Bin makes two slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) force damage plus 10 (3d6) lightning damage.
Thundercrack (Recharges after a Short or Long Rest). Yan-C-Bin unleashes a terrible thundercrack in a 100-foot- radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of Yan-C-Bin's next turn.
Change Shape. Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up to three air elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Yan-C-Bin, and disappear if Yan-C-Bin is reduced to 0 hit points.
 

Legendary Actions

Peal of Thunder. Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within 30 feet of Yan-C-Bin takes 5 (1d10) thunder damage.
Teleport (Costs 2 Actions). Yan-C-Bin magically teleports up to 120 feet to an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one breathing creature he can see within 60 feet of him. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can't breathe or speak until the start of its next turn.
Source elemental evil

Yeenoghu

Huge fiend (demon), chaotic evil
Challenge 24 (62,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 348 (24d12+192)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
16 (+3)
23 (+6)
15 (+2)
24 (+7)
15 (+2)

Passive Perception: 24
Saving Throws: Dex +10, Con +15, Wis +14
Skills: Intimidation +9, Perception +14
Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Innate Spellcasting. Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: detect magic, spiritual weapon (8th-level spell, 4d8 + 2 force damage on a hit, appears as a flail)
3/day each: dispel magic, fear, invisibility
1/day: teleport
Legendary Resistance (3/Day). If Yeenoghu fails a saving throw, he can choose to succeed instead.
Magic Resistance. Yeenoghu has advantage on saving throws against spells and other magical effects.
Magic Weapon. Yeenoghu's weapon attacks are magical.
Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.
 

Actions

Multiattack. Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multi attack):
1. The attack deals an extra 13 (2d12) bludgeoning damage.
2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.
3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn.
Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) piercing damage.
 

Legendary Actions

Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn.
Charge. Yeenoghu moves up to his speed.
Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.
Savage (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 10 feet of him.
Source out of the abyss

Yestabrod

Large monstrosity, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 75 (10d10+20)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
10 (0)
14 (+2)
13 (+1)
15 (+2)
10 (0)

Passive Perception: 12
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Abyssal, telepathy 60 ft.
Image

Legendary Resistance (1/Day). If Yestabrod fails a saving throw, it can choose to succeed instead.
 

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.
Caustic Spores (1/Day). Yestabrod releases spores in a 30-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw ortake 1d6 acid damage at the start of each of Yestbrod's turns. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success.
Infestation Spores (1/Day). Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfecte, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
 

Legendary Actions

Yestabrod can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yestabrod regains spent legendary actions at the start of its turn.
Corpse Burst. Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage.
Foul Absorption. Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining 1d8 + 2 hit points
Source out of the abyss

Yeth Hound

Large fey, neutral evil
Challenge 4 (1,100 XP)

Armor Class: 14 (natural armor)
Hit Points: 51 (6d10+18)
Speed: 40 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
18 (+4)
17 (+3)
16 (+3)
5 (-3)
12 (+1)
7 (-2)

Passive Perception: 11
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities: charmed, exhaustion, frightened
Senses: darkvision 60 ft.
Languages: understands Common, Elvish, and Sylvan but can't speak
Image

Keen Hearing and Smell. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.
Telepathic Bond. While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened.
Baleful Baying. The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound’s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.
Source Volo's Guide

Yeti

Large monstrosity, chaotic evil
Challenge 3 (700 XP)

Armor Class: 12 (natural armor)
Hit Points: 51 (6d10+18)
Speed: 40 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
16 (+3)
8 (-1)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3, Stealth +3
Damage Immunities: cold
Senses: darkvision 60 ft.
Languages: Yeti
Image

Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
 

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.
Chilling Gaze. The yeti targets one creature it can see within 30 ft. of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.
Source monster manual

Yochlol

Medium fiend (demon), chaotic evil
Challenge 10 (5,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 136 (16d8+64)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
18 (+4)
13 (+1)
15 (+2)
15 (+2)

Passive Perception: 12
Saving Throws: Dex +6, Int +5, Wis +6, Cha +6
Skills: Deception +10, Insight +6
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Abyssal, Elvish, Undercommon
Image

Shapechanger. The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Magic Resistance. The yochlol has advantage on saving throws against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Innate Spellcasting. The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components:
At will: detect thoughts, web
1/day: dominate person
Web Walker. The yochlol ignores movement restrictions caused by webbing.
 

Actions

Multiattack. The yochlol makes two melee attacks.
Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit, reach 5 ft. (10 ft. in demon form), one target. Hit: 5 (1d6 + 2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.
Mist Form. The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.
While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage.
While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.
Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Source monster manual

Young Black Dragon

Large dragon, chaotic evil
Challenge 7 (2,900 XP)

Armor Class: 18 (natural armor)
Hit Points: 127 (15d10+45)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
17 (+3)
12 (+1)
11 (0)
15 (+2)

Passive Perception: 16
Saving Throws: Dex +5, Con +6, Wis +3, Cha +5
Skills: Perception +6, Stealth +5
Damage Immunities: acid
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
Source monster manual

Young Blue Dragon

Large dragon, lawful evil
Challenge 9 (5,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 152 (16d10+64)
Speed: 40 ft., burrow 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (0)
19 (+4)
14 (+2)
13 (+1)
17 (+3)

Passive Perception: 19
Saving Throws: Dex +4, Con +8, Wis +5, Cha +7
Skills: Perception +9, Stealth +4
Damage Immunities: lightning
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Lightning Breath (Recharge 5-6). The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Source monster manual

Young Brass Dragon

Large dragon, chaotic good
Challenge 6 (2,300 XP)

Armor Class: 17 (natural armor)
Hit Points: 110 (13d10+39)
Speed: 40 ft., burrow 20 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
17 (+3)
12 (+1)
11 (0)
15 (+2)

Passive Perception: 16
Saving Throws: Dex +3, Con +6, Wis +3, Cha +5
Skills: Perception +6, Persuasion +5, Stealth +3
Damage Immunities: fire
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Source monster manual

Young Bronze Dragon

Large dragon, lawful good
Challenge 8 (3,900 XP)

Armor Class: 18 (natural armor)
Hit Points: 142 (15d10+60)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (0)
19 (+4)
14 (+2)
13 (+1)
17 (+3)

Passive Perception: 17
Saving Throws: Dex +3, Con +7, Wis +4, Cha +6
Skills: Insight +4, Perception +7, Stealth +3
Damage Immunities: lightning
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
Source monster manual

Young Copper Dragon

Large dragon, chaotic good
Challenge 7 (2,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 119 (14d10+42)
Speed: 40 ft., climb 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
12 (+1)
17 (+3)
16 (+3)
13 (+1)
15 (+2)

Passive Perception: 17
Saving Throws: Dex +4, Con +6, Wis +4, Cha +5
Skills: Deception +5, Perception +7, Stealth +4
Damage Immunities: acid
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Source monster manual

Young Gold Dragon

Large dragon, lawful good
Challenge 10 (5,900 XP)

Armor Class: 18 (natural armor)
Hit Points: 178 (17d10+85)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
14 (+2)
21 (+5)
16 (+3)
13 (+1)
20 (+5)

Passive Perception: 19
Saving Throws: Dex +6, Con +9, Wis +5, Cha +9
Skills: Insight +5, Perception +9, Persuasion +9, Stealth +6
Damage Immunities: fire
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source monster manual

Young Green Dragon

Large dragon, lawful evil
Challenge 8 (3,900 XP)

Armor Class: 18 (natural armor)
Hit Points: 136 (16d10+48)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
12 (+1)
17 (+3)
16 (+3)
13 (+1)
15 (+2)

Passive Perception: 17
Saving Throws: Dex +4, Con +6, Wis +4, Cha +5
Skills: Deception +5, Perception +7, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Source monster manual

Young Red Dragon

Large dragon, chaotic evil
Challenge 10 (5,900 XP)

Armor Class: 18 (natural armor)
Hit Points: 178 (17d10+85)
Speed: 40 ft., climb 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
10 (0)
21 (+5)
14 (+2)
11 (0)
19 (+4)

Passive Perception: 18
Saving Throws: Dex +4, Con +9, Wis +4, Cha +8
Skills: Perception +8, Stealth +4
Damage Immunities: fire
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Source monster manual

Young Red Shadow Dragon

Large dragon, chaotic evil
Challenge 13 (10,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 178 (17d10+85)
Speed: 40 ft., climb 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
10 (0)
21 (+5)
14 (+2)
11 (0)
19 (+4)

Passive Perception: 18
Saving Throws: Dex +4, Con +9, Wis +4, Cha +8
Skills: Perception +8, Stealth +8
Damage Resistances: necrotic
Damage Immunities: fire
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Shadow Breath (Recharge 5-6). The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Source monster manual

Young Remorhaz

Large monstrosity, unaligned
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 93 (11d10+33)
Speed: 30 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
17 (+3)
3 (-4)
10 (0)
4 (-3)

Passive Perception: 10
Damage Immunities: cold, fire
Senses: darkvision 60 ft., tremorsense 60 ft.
Image

Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage.
Source monster manual

Young Silver Dragon

Large dragon, lawful good
Challenge 9 (5,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 168 (16d10+80)
Speed: 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
10 (0)
21 (+5)
14 (+2)
11 (0)
19 (+4)

Passive Perception: 18
Saving Throws: Dex +4, Con +9, Wis +4, Cha +8
Skills: Arcana +6, History +6, Perception +8, Stealth +4
Damage Immunities: cold
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source monster manual

Young White Dragon

Large dragon, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 17 (natural armor)
Hit Points: 133 (14d10+56)
Speed: 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
18 (+4)
6 (-2)
11 (0)
12 (+1)

Passive Perception: 16
Saving Throws: Dex +3, Con +7, Wis +3, Cha +4
Skills: Perception +6, Stealth +3
Damage Immunities: cold
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Draconic
Image

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Source monster manual

Yuan-ti Abomination

Large monstrosity (shapechanger, yuan-ti), neutral evil
Challenge 7 (2,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 127 (15d10+45)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
16 (+3)
17 (+3)
17 (+3)
15 (+2)
18 (+4)

Passive Perception: 15
Skills: Perception +5, Stealth +6
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, Common, Draconic
Image

Shapechanger. The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Abomination Form Only). The yuan_ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan_ti can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
1/day: fear
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack (Abomination Form Only). The yuan_ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan_ti can't constrict another target.
Scimitar (Abomination Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Longbow (Abomination Form Only). Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage.
Source monster manual

Yuan-ti Anathema

Huge monstrosity (shapechanger, yuan-ti), neutral evil
Challenge 12 (8,400 XP)

Armor Class: 16 (natural armor)
Hit Points: 189 (18d12+72)
Speed: 40 ft., climb 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
13 (+1)
19 (+4)
19 (+4)
17 (+3)
20 (+5)

Passive Perception: 17
Skills: Perception +7, Stealth +5
Damage Resistances: acid, fire, lightning
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, Common, Draconic
Image

Innate Spellcasting (Anathema Form Only). The anathema’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only)

3/day each: darkness, entangle, fear, haste, suggestion, polymorph

1/day: divine word
Magic Resistance. The anathema has advantage on saving throws against spells and other magical effects.
Ophidiophobia Aura. Any creature of the anathema’s choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours.
Shapechanger. The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Six Heads. The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded. charmed, deafened, frightened, stunned, or knocked unconscious.
Variant: Acid Slime. As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage.
Variant: Chameleon Skin. The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
Variant: Shed Skin (1/Day). The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
 

Actions

Multiattack (Anathema Form Only). The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.
Claw (Anathema Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) slashing damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can’t constrict another target.
Flurry of Bites. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6+6) piercing damage plus 14 (4d6) poison damage.
Source Volo's Guide

Yuan-ti Broodguard

Medium humanoid (yuan-ti), neutral evil
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 45 (7d8+14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
14 (+2)
6 (-2)
11 (0)
4 (-3)

Passive Perception: 12
Saving Throws: Str +4, Dex +4, Wis +2
Skills: Perception +2
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, Common, Draconic
Image

Mental Resistance. The broodguard has advantage on saving throws against being charmed, and magic can’t paralyze it.
Reckless. At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Variant: Chameleon Skin. The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
Variant: Shed Skin (1/Day). The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
 

Actions

Multiattack. The broodguard makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Source Volo's Guide

Yuan-ti Malison Type 1

Medium monstrosity (shapechanger, yuan-ti), neutral evil
Challenge 3 (700 XP)

Armor Class: 12
Hit Points: 66 (12d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 11
Skills: Deception +5, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, Common, Draconic
Image

Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan_ti Form Only). The yuan_ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan_ti can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
Malison Type. The yuan_ti has one of the following types:

Type 1: Human body with snake head
Type 2: Human head and body with snakes for arms
Type 3: Human head and upper body with a serpentine lower body instead of legs
 

Actions

Multiattack (Yuan_ti Form Only). The yuan_ti makes two ranged attacks or two melee attacks, but can use its bite only once.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Scimitar (Yuan_ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow (Yuan_ti Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
Source monster manual

Yuan-ti Malison Type 2

Medium monstrosity (shapechanger, yuan-ti), neutral evil
Challenge 3 (700 XP)

Armor Class: 12
Hit Points: 66 (12d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 11
Skills: Deception +5, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, Common, Draconic
Image

Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan_ti Form Only). The yuan_ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan_ti can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
Malison Type. The yuan_ti has one of the following types:

Type 1: Human body with snake head
Type 2: Human head and body with snakes for arms
Type 3: Human head and upper body with a serpentine lower body instead of legs
 

Actions

Multiattack (Yuan_ti Form Only). The yuan_ti makes two bite attacks using its snake arms.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Source monster manual

Yuan-ti Malison Type 3

Medium monstrosity (shapechanger, yuan-ti), neutral evil
Challenge 3 (700 XP)

Armor Class: 12
Hit Points: 66 (12d8+12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 11
Skills: Deception +5, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, Common, Draconic
Image

Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan_ti Form Only). The yuan_ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan_ti can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
Malison Type. The yuan_ti has one of the following types:

Type 1: Human body with snake head
Type 2: Human head and body with snakes for arms
Type 3: Human head and upper body with a serpentine lower body instead of legs
 

Actions

Multiattack (Yuan_ti Form Only). The yuan_ti makes two ranged attacks or two melee attacks, but can constrict only once.
Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan_ti can't constrict another target.
Scimitar (Yuan_ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow (Yuan_ti Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Source monster manual

Yuan-ti Mind Whisperer

Medium monstrosity (shapechanger, yuan-ti), neutral evil
Challenge 4 (1,100 XP)

Armor Class: 14 (natural armor)
Hit Points: 71 (13d8+13)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 12
Saving Throws: Wis +4, Cha +5
Skills: Deception +5, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft. (penetrates magical darkness)
Languages: Abyssal, Common, Draconic
Image

Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only)

3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
Mind Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target.
Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll),friends, message, minor illusion, poison spray, prestidigitation

1st-3rd level (2 3rd-level slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script
Sseth’s Blessing. When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.
Variant: Chameleon Skin. The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
Variant: Shed Skin (1/Day). The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
 

Actions

Multiattack (Yuan-ti Form Only). The yuan-ti makes one bite attack and one scimitar attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Source Volo's Guide

Yuan-ti Nightmare Speaker

Medium monstrosity (shapechanger, yuan-ti), neutral evil
Challenge 4 (1,100 XP)

Armor Class: 14 (natural armor)
Hit Points: 71 (13d8+13)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 11
Saving Throws: Wis +3, Cha +5
Skills: Deception +5, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft. (penetrates magical darkness)
Languages: Abyssal, Common, Draconic
Image

Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Death Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only) 3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation

1st-3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt
Variant: Chameleon Skin. The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
Variant: Shed Skin (1/Day). The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
 

Actions

Multiattack (Yuan-ti Form Only). The yuan-ti makes one constrict attack and one scimitar attack.
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Invoke Nightmare (Recharges after a Short or Long Rest). The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure.
Source Volo's Guide

Yuan-ti Pit Master

Medium monstrosity (shapechanger, yuan-ti), neutral evil
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 88 (16d8+16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
13 (+1)
14 (+2)
12 (+1)
16 (+3)

Passive Perception: 11
Saving Throws: Wis +3, Cha +5
Skills: Deception +5, Stealth +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft. (penetrates magical darkness)
Languages: Abyssal, Common, Draconic
Image

Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only) 3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
Poison’s Disciple (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target.
Spellcasting (Yuan-ti Farm Only). The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray

1st-3rd level (2 3rd-level slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch
Variant: Chameleon Skin. The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
Variant: Shed Skin (1/Day). The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
 

Actions

Multiattack (Yuan-ti Form Only). The yuan-ti makes two bite attacks using its snake arms.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
Merrshaulk's Slumber (1/Day). The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.
Source Volo's Guide

Yuan-ti Pureblood

Medium humanoid (yuan-ti), neutral evil
Challenge 1 (200 XP)

Armor Class: 11
Hit Points: 40 (9d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
12 (+1)
11 (0)
13 (+1)
12 (+1)
14 (+2)

Passive Perception: 13
Skills: Deception +6, Perception +3, Stealth +3
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, Common, Draconic
Image

Innate Spellcasting. The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only)
3/day each: poison spray, suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The yuan-ti makes two melee attacks.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage.
Source monster manual

Zi Liang

Medium humanoid (Shou human), chaotic good
Challenge 0 (10 XP)

Armor Class: 15
Hit Points: 22 (5d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
11 (0)
14 (+2)
16 (+3)
11 (0)

Passive Perception: 15
Skills: Acrobatics +4, Athletics +3, Perception +5, Stealth +4
Languages: Common, Elvish, Goblin
Image

Unarmored Defense. While Zi is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.
Roleplaying Information. Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours.

Ideal: "If we faithfully tend to our gardens and our fields, Chauntea will smile upon us."
Bond: "Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it."
Flaw: "I don't trust authority. I do what my heart says is right."
 

Actions

Multiattack. Zi makes two melee attacks.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with both hands.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Zi carries twenty sling stones.
Source storm kings thunder

Zombie

Medium undead, neutral evil
Challenge 1/4 (50 XP)

Armor Class: 8
Hit Points: 22 (3d8+9)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
6 (-2)
16 (+3)
3 (-4)
6 (-2)
5 (-3)

Passive Perception: 8
Saving Throws: Wis +0
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: understands all languages it spoke in life but can't speak
Image

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
 

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Source monster manual

Zuggtmoy

Large fiend (demon), chaotic evil
Challenge 23 (50,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 304 (32d10+128)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
15 (+2)
18 (+4)
20 (+5)
19 (+4)
24 (+7)

Passive Perception: 21
Saving Throws: Dex +9, Con +11, Wis +11
Skills: Perception +11
Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Innate Spellcasting. Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:

At will: detect magic, locate animals or plants, ray of sickness
3/day each: dispel magic, ensnaring strike, entangle, plant growth
1/day: etherealness, teleport
Legendary Resistance (3/Day). If Zuggtmoy fails a saving throw, she can choose to succeed instead.
Magic Resistance. Zuggtmoy has advantage on saving throws against spells and other magical effects.
Magic Weapon. Zuggtmoy's weapon attacks are magical.
 

Actions

Multiattack. Zuggtmoy makes four pseudopod attacks.
Pseudopod. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poison damage.
Infestation Spores (3/Day). Zuggtmoy releases spores that burst out in cloud fills a 20-foof-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
Mind Control Spores (Recharge 5—6). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected, the creature is charmed by her and can't be reinfected by these spores.
 

Legendary Actions

Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn.
Attack. Zuggtmoy makes one pseudopod attack.
Exert Will. One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.
Source out of the abyss

Aboleth, Nihilith

Large undead, chaotic evil
Challenge 12 (8,400 XP)

Armor Class: 17 (natural armor)
Hit Points: 135 (18d10 + 36)
Speed: 10 ft., swim 40 ft., fly 40 ft. (ethereal only, hover)

STR
DEX
CON
INT
WIS
CHA
21 (+5)
9 (-1)
15 (+2)
18 (+4)
15 (+2)
18 (+4)

Passive Perception: 20
Saving Throws: Con +6, Int +8, Wis +6
Skills: History +12, Perception +10
Damage Resistances: acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form)
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 120 ft.
Languages: Void Speech, telepathy 120 ft.
Image

Undead Fortitude. If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead.
Dual State. A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical weapons. In its ethereal form, it is immune to damage from nonmagical weapons. The creature's ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet.
Void Aura. The undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura.
Infecting Telepathy. If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth's tentacle attack.
Nihileth 's Lair. On initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row.
- Void Absorbance: A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw.
Regional Effects. The regional effects of a nihileth’s lair are the same as that of an aboleth, except as following.
- Water sources within 1 mile of a nihileth’s lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected.
 

Actions

Multiattack. The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in.
Tentacle (Material Form Only). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth.
Withering Touch (Ethereal Form Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6+4) necrotic damage.
Form Swap. As a bonus action, the nihileth can alter between its material and ethereal forms at will.
Tail (Material Form Only). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/day). The nihileth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the nihileth until the nihileth dies or until it is on a different plane of existence from the target. The charmed target is under the nihileth's control and can't take reactions, and the nihileth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the nihileth.
 

Reactions

Void Body. The nihileth can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half.
 

Legendary Actions

A nihileth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The nihileth regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
The nihileth cannot use the same effect two rounds in a row.
A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw.
The regional effects of a nihileth's lair are the same as that of an aboleth, except as following.
Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected.
Source tome of Beasts

Nihilethic Zombie

Medium undead, neutral evil
Challenge 1 (200 XP)

Armor Class: 9 (natural armor)
Hit Points: 22 (3d8 + 9)
Speed: 20 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
6 (-2)
16 (+3)
3 (-4)
6 (-2)
5 (-3)

Passive Perception: 8
Saving Throws: Wis +0
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form)
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: understand Void Speech and the languages it knew in life but can't speak
Image

Undead Fortitude. If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead.
Dual State. Like its nihileth creator, a nihilethic zombie can assume either a material or ethereal form. When in its material form, it has resistance to nonmagical weapons. In its ethereal form, it is immune to nonmagical weapons. Its ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within.
 

Actions

Slam (Material Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage and the target must make a successful DC 13 Constitution saving throw or become diseased. The disease has little effect for 1 minute; during that time, it can be removed by bless, lesser restoration, or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is at least partially underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is either fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 2d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth that commands the attacking zombie.
Withering Touch (Ethereal Form). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) necrotic damage.
Form Swap. As a bonus action, the nihilethic zombie can alter between its material and ethereal forms at will.
Sacrifice Life. A nihilethic zombie can sacrifice itself to heal a nihileth within 30 feet of it. All of its remaining hit points transfer to the nihileth in the form of healing. The nihilethic zombie is reduced to 0 hit points and it doesn't make an Undead Fortitude saving throw. A nihileth cannot be healed above its maximum hit points in this manner.
 

Reactions

Void Body. The nihilethic zombie can reduce the damage it takes from a single source by 1d12 points. This reduction cannot be applied to radiant damage.
Source tome of Beasts

Abominable Beauty

Medium fey, neutral evil
Challenge 11 (7,200 XP)

Armor Class: 18 (natural armor)
Hit Points: 187 (22d8 + 88)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
18 (+4)
18 (+4)
17 (+3)
16 (+3)
26 (+8)

Passive Perception: 17
Saving Throws: Dex +8, Con +8, Cha +12
Skills: Deception +12, Perception +7, Performance +12, Persuasion +12
Damage Immunities: fire
Languages: Common, Draconic, Elven, Sylvan
Image

Burning Touch. The abominable beauty's slam attacks do 28 (8d6) fire damage. A creature who touches her also takes 28 (8d6) fire damage.
 

Actions

Multiattack. The abominable beauty makes two slam attacks.
Slam. +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) damage plus 28 (8d6) fire damage.
Blinding Gaze (Recharge 5-6). A creature within 30 feet of the abominable beauty who is targeted by this attack and who meets the abominable beauty's gaze must succeed on a DC 17 Charisma saving throw or be blinded. If the saving throw succeeds, the target creature is permanently immune to this abominable beauty's Blinding Gaze.
Deafening Voice (Recharge 5-6). An abominable beauty's voice is lovely, but any creature within 90 feet and able to hear her when she makes her Deafening Voice attack must succeed on a DC 16 Constitution saving throw or be permanently deafened.
Source tome of Beasts

Accursed Defiler

Medium undead, neutral evil
Challenge 4 (1,100 XP)

Armor Class: 12
Hit Points: 75 (10d8 + 30)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
17 (+3)
6 (-2)
15 (+2)
14 (+2)

Passive Perception: 14
Skills: Perception +4, Stealth +4
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: darkvision 60 ft.
Languages: understands an ancient language, but can't speak
Image

Cursed Existence. When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction.
Sand Shroud. A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage.
 

Actions

Multiattack. The accursed defiler makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion.
Sandslash (Recharge 5-6). As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw.
Source tome of Beasts

Ala

Medium fey, chaotic evil
Challenge 8 (3,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 127 (15d8 + 60)
Speed: 30 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
16 (+3)
18 (+4)
10 (0)
16 (+3)
8 (-1)

Passive Perception: 19
Skills: Athletics +8, Perception +9, Stealth +6
Damage Immunities: lightning, poison, thunder
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

Flyby. The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Poison Flesh. The ala's poison infuses its flesh. A creature that makes a successful bite attack against an ala must make a DC 16 Constitution saving throw; if it fails, the creature takes 10 (3d6) poison damage.
Storm's Strength. If an electrical storm is raging around an ala and its target, the saving throw against Lightning's Kiss is made with disadvantage.
 

Actions

Multiattack. The ala makes two claw attacks or one claw and one bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 saving throw or take 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Lightning's Kiss (Recharge 5-6). One target within 50 feet must make a DC 16 Dexterity saving throw. It takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
Source tome of Beasts

Algorith

Medium construct, lawful neutral
Challenge 10 (5,900 XP)

Armor Class: 18 (natural armor)
Hit Points: 136 (16d8 + 64)
Speed: 40 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
14 (+2)
19 (+4)
13 (+1)
16 (+3)
18 (+4)

Passive Perception: 17
Saving Throws: Dex +6, Con +8, Wis +7, Cha +8
Skills: Athletics +9, Insight +7, Investigation +5, Perception +7
Damage Resistances: acid, cold, lightning
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: Common, Celestial, Draconic, Infernal
Image

Immutable Form. The algorith is immune to any spell or effect that would alter its form.
Innate Spellcasting. The algorith's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: aid, blur, detect magic, dimension door
5/day each: dispel magic
1/day: commune (5 questions), wall of force
 

Actions

Multiattack. The algorith makes two logic razor attacks.
Logic Razor. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage.
Cone of Negation (Recharge 5-6). An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target.
Reality Bomb (5/Day). The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith's next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn't stunned.
Source tome of Beasts

Alseid

Medium monstrosity, chaotic neutral
Challenge 1/2 (100 XP)

Armor Class: 14 (leather armor)
Hit Points: 49 (9d8 + 9)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
17 (+3)
12 (+1)
8 (-1)
16 (+3)
8 (-1)

Passive Perception: 15
Skills: Nature +3, Perception +5, Stealth +5, Survival +5
Senses: darkvision 60 ft.
Languages: Common, Elvish, Sylvan
Image

Woodfriend. When in a forest, alseid leave no tracks and automatically discern true north.
 

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
Source tome of Beasts

Alseid Grovekeeper

Medium monstrosity, chaotic neutral
Challenge 3 (700 XP)

Armor Class: 15 (studded leather Armor)
Hit Points: 71 (13d8 + 13)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
17 (+3)
12 (+1)
8 (-1)
16 (+3)
8 (-1)

Passive Perception: 15
Skills: Nature +3, Perception +5, Stealth +5, Survival +5
Senses: darkvision 60 ft.
Languages: Common, Elvish, Sylvan
Image

Spellcasting. The grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, produce flame, shillelagh
1st (4 slots): animal friendship, cure wounds, faerie fire
2nd (3 slots): animal messenger, heat metal, lesser restoration
3rd (2 slots): call lightning, dispel magic
Woodfriend. When in a forest, alseid leave no tracks and automatically discern true north.
 

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature.Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
Source tome of Beasts

Amphiptere

Medium beast, unaligned
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 60 (8d8 + 24)
Speed: 20 ft., climb 20 ft., fly 60 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
18 (+4)
17 (+3)
2 (-4)
16 (+3)
6 (-2)

Passive Perception: 15
Skills: Perception +5
Senses: blindsight 10 ft.
Languages: -
Image

Flyby. The amphiptere doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Swarming. Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn't incapacitated.
 

Actions

Multiattack. The amphiptere makes one bite attack and one stinger attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.
Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must make a successful DC 13 Constitution saving throw or be poisoned for 1 hour.
Source tome of Beasts

Andrenjinyi

Gargantuan celestial, neutral
Challenge 15 (13,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 228 (13d20 + 91)
Speed: 60 ft., burrow 20 ft., climb 20 ft., swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
17 (+3)
25 (+7)
10 (0)
18 (+4)
23 (+6)

Passive Perception: 19
Saving Throws: Con +12, Wis +9, Cha +11
Skills: Arcana +5, Perception +9, Religion +5
Damage Resistances: acid, cold, fire, lightning
Damage Immunities: psychic
Senses: darkvision 60 ft., tremorsense 120 ft.
Languages: Common, Celestial, Giant, Sylvan
Image

Amphibious. The andrenjinyi can breathe air and water.
Innate Spellcasting. The andrenjinyi's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:
At will: create water, speak with animals, stoneshape
3/day each: control weather, dispel magic, reincarnate
1/day each: blight, commune with nature, contagion, flesh to stone, plant growth
Magic Resistance. The andrenjinyi has advantage on saving throws against spells and other magical effects.
Magic Weapons. The andrenjinyi's weapon attacks are magical.
 

Actions

Multiattack. The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole.
Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage.
Constrict. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained, and the andrenjinyi can't constrict another target.
Rainbow Arch. The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can't move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute.
Swallow Whole. If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained, and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone. The andrenjinyi can regurgitate swallowed creatures as a free action.
Transmuting Gullet. When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic.
Source tome of Beasts

Angatra

Medium undead, neutral evil
Challenge 6 (2,300 XP)

Armor Class: 17 (natural armor)
Hit Points: 85 (10d8 + 40)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
20 (+5)
18 (+4)
8 (-1)
12 (+1)
15 (+2)

Passive Perception: 14
Skills: Perception +4, Stealth +8
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: darkvision 60 ft.
Languages: all languages it knew in life
Image

Agonizing Gaze. When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, it must make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature has its pain threshold lowered, so that it becomes vulnerable to all damage types until the end of its next turn. Unless it's surprised, a creature can avoid the saving throw by averting its eyes at the start of its turn. A creature that averts its eyes can't see the angatra for one full round, when it chooses anew whether to avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save.
Ancestral Wrath. The angatra immediately recognizes any individual that is descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks.
 

Actions

Multiattack. The angatra makes two attacks with its claws.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn.
Source tome of Beasts

Angel, Chained

Medium celestial, neutral evil
Challenge 8 (3,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 88 (16d8 + 16)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
12 (+1)
12 (+1)
18 (+4)
20 (+5)

Passive Perception: 17
Saving Throws: Dex +6, Wis+7, Cha +8
Skills: Perception +7
Damage Resistances: piercing
Damage Immunities: fire, radiant
Senses: darkvision 200 ft.
Languages: Common, Celestial, Infernal
Image

Redemption. Any caster brave enough to cast a knock spell on a chained angel can remove the creature's shackles, but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel's chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel's chains fail automatically for one week.
 

Actions

Multiattack. The chained angel makes two fiery greatsword attacks.
Fiery Greatsword. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage.
Fallen Glory (Recharge 5-6). All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren't knocked prone with a successful DC 15 Strength saving throw.
 

Reactions

Fiendish Cunning. When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level.
Source tome of Beasts

Fidele Angel

Medium celestial, lawful good
Challenge 5 (1,800 XP)

Armor Class: 16 (natural armor)
Hit Points: 104 (16d8 + 32)
Speed: 40 ft., fly 40 ft. (angelic form), or 10 ft., fly 80 ft. (eagle form)

STR
DEX
CON
INT
WIS
CHA
20 (+5)
18 (+4)
14 (+2)
14 (+2)
16 (+3)
18 (+4)

Passive Perception: 16
Saving Throws: Dex +7, Con +5, Int +5, Wis +6, Cha +7
Skills: Insight +6, Perception +6
Damage Resistances: fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: acid, cold
Condition Immunities: charmed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: Common, Celestial, Infernal
Image

Shapechange. The angel can change between winged celestial form, its original mortal form, and that of a Medium-sized eagle. Its statistics are the same in each form, with the exception of its attacks in eagle form.
Ever Touching. Fidele angels maintain awareness of their mate's disposition and health. Damage taken by one is split evenly between both, with the original target of the attack taking the extra point when damage doesn't divide evenly. Any other baneful effect, such as ability damage, affects both equally.
Innate Spellcasting. The angel's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: guidance, light, purify food and drink, spare the dying
3/day: cure wounds, scorching ray (5 rays)
1/day: bless, daylight, detect evil and good, enhance ability, hallow, protection from evil and good
Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Magic Weapons. The angel's weapon attacks are magical while it is in eagle form.
To My Lover's Side. If separated from its mate, each fidele angel can use both plane shift and teleport 1/day to reunite.
Unshakeable Fidelity. Fidele angels are never voluntarily without their partners. No magical effect or power can cause a fidele angel to act against its mate, and no charm or domination effect can cause them to leave their side or to change their feelings of love and loyalty toward each other.
 

Actions

Multiattack. The angel makes two longsword attacks or two longbow attacks; in eagle form, it instead makes two talon attacks and one beak attack.
+1 Longsword (Mortal or Angel Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10+ 6) slashing damage if used with two hands.
+1 Longbow (Mortal or Angel Form Only). Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Beak (Eagle Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Talons (Eagle Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Source tome of Beasts

Angler Worm

Huge monstrosity, unaligned
Challenge 4 (1,100 XP)

Armor Class: 14 (natural armor)
Hit Points: 133 (14d12 + 42)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
5 (-3)
16 (+3)
3 (-4)
14 (+2)
1 (-5)

Passive Perception: 12
Damage Immunities: poison
Condition Immunities: blinded, charmed, deafened, poisoned, prone
Senses: tremorsense 60 ft.
Languages: -
Image

Spider Climb. The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines.
Keen Touch. The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations.
Transparent Trap. A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence.
 

Actions

Multiattack. An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils.once it has coiled around one creature it stops coil attacks against others.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage.
Coils. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.
Ethereal Lure (Recharge 4-6). The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible.
Source tome of Beasts

Giant Ant

Large beast, unaligned
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 52 (7d10 + 14)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
13 (+1)
15 (+2)
1 (-5)
9 (-1)
2 (-4)

Passive Perception: 9
Senses: blindsight 60 ft.
Languages: -
Image

Keen Smell. The giant ant has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Multiattack. The giant ant makes one bite attack and one sting attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the giant ant can't bite a different target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw.
Source tome of Beasts

Giant Ant Queen

Large beast, unaligned
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 85 (10d10 + 30)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
13 (+1)
16 (+3)
2 (-4)
11 (0)
4 (-3)

Passive Perception: 10
Senses: blindsight 60 ft.
Languages: -
Image

Keen Smell. The giant ant queen has advantage on Wisdom (Perception) checks that rely on smell.
Queen's Scent. Giant ants defending a queen gain advantage on all attack rolls.
 

Actions

Multiattack. The giant ant queen makes two bite attacks and one sting attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the giant ant can't bite a different target.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 14 Constitution saving throw.
Source tome of Beasts

Anubian

Medium elemental, chaotic evil
Challenge 2 (450 XP)

Armor Class: 13
Hit Points: 44 (8d8 + 8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
12 (+1)
10 (0)
12 (+1)
10 (0)

Passive Perception: 11
Skills: Stealth +5
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft., tremorsense 30 ft.
Languages: Primordial
Image

Sand Stealth. The anubian gains an additional +2 (+7 in total) to Stealth in sand terrain
Sand Step. Instead of moving, the anubian's humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn't provoke opportunity attacks. After using this trait in sand terrain, the anubian can Hide as part of this movement even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there's a gap large enough for sand to sift through.
Vulnerability to Water. For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn.
 

Actions

Multiattack. The anubian makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Haboob (1/Day). The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian's speed is reduced to 5 feet and it can't sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature.
Source tome of Beasts

Arboreal Grappler

Medium aberration, neutral evil
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 90 (12d8 + 36)
Speed: 10 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
6 (-2)
10 (0)
6 (-2)

Passive Perception: 10
Skills: Acrobatics +5, Stealth +5
Senses: darkvision 60 ft.
Languages: -
Image

Spider Climb. The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Boscage Brachiation. The arboreal grappler doesn't provoke opportunity attacks when it moves out of an enemy's reach by climbing.
 

Actions

Multiattack. The arboreal grappler makes one bite attack and two tentacle attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the tentacle can't be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed.
Source tome of Beasts

Aridni

Small fey, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 15
Hit Points: 82 (15d6 + 30)
Speed: 20 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
21 (+5)
14 (+2)
12 (+1)
11 (0)
16 (+3)

Passive Perception: 13
Saving Throws: Dex +8
Skills: Acrobatics +11, Perception +3, Stealth +11
Senses: darkvision 60 ft.
Languages: Common, Gnoll, Sylvan, Void Speech
Image

Flyby. The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Magic Resistance. The aridni has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:
At will: dancing lights, detect magic, invisibility
3/day: charm person, faerie fire, mage armor
1/day: spike growth
 

Actions

Short Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Pixie Bow. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Slaver Arrows. An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:
. Confusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4-1 rounds.
. Fear. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.
. Hideous Laughter. The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.
. Sleep. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Source tome of Beasts

Asanbosam

Large aberration, chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 102 (12d10 + 36)
Speed: 40 ft., climb 15 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
17 (+3)
11 (0)
10 (0)
5 (-3)

Passive Perception: 13
Skills: Acrobatics +4, Perception +3, Stealth +4
Senses: darkvision 60 ft.
Languages: Giant
Image

Spider Climb. The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Arboreal. While up in trees, the asanbosam can take the Disengage or Hide action as a bonus action on each of its turns.
 

Actions

Multiattack. The asanbosam makes one bite attack and one claws attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can't claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack.
Source tome of Beasts

Azza Gremlin

Small fey, neutral
Challenge 1/4 (50 XP)

Armor Class: 14
Hit Points: 7 (2d6)
Speed: 10 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
5 (-3)
18 (+4)
10 (0)
12 (+1)
13 (+1)
10 (0)

Passive Perception: 11
Damage Immunities: lightning, thunder
Senses: darkvision 120 ft.
Languages: Common, Primordial
Image

Contagious Lightning. A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Actions

Lightning Jolt. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 (1d6) lightning damage, and the target is affected by Contagious Lightning.
 

Reactions

Ride the Bolt. The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect.
Source tome of Beasts

Baba Yaga's Horsemen, Black Night

Medium fey, lawful neutral
Challenge 11 (7,200 XP)

Armor Class: 20 (plate and shield)
Hit Points: 171 (18d8 + 90)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
11 (0)
21 (+5)
16 (+3)
18 (+4)
18 (+4)

Passive Perception: 18
Saving Throws: Dex +4, Wis +8
Skills: Arcana +7, Athletics +10, History +7, Perception +8
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: cold, lightning, poison
Condition Immunities: exhaustion, paralyzed, poisoned
Languages: Celestial, Common, Infernal; telepathy 100 ft.
Image

Black Night. The horseman can see perfectly in normal and magical darkness
Innate Spellcasting. The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: ray of frost
1/day each: dimension door, fire shield, haste, slow
2/day: darkness
3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)
Magic Resistance. The horseman has advantage on saving throws against spells and other magical effects.
Peerless Rider. Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.
Quick Draw. The horseman can switch between wielding its lance and longsword as a bonus action.
 

Actions

Multiattack. The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.
Lance. Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Temporal Strike (recharge 5-6). When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.
Source tome of Beasts

Baba Yaga's Horsemen, Bright Day

Medium fey, lawful neutral
Challenge 11 (7,200 XP)

Armor Class: 20 (plate and shield)
Hit Points: 171 (18d8 + 90)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
11 (0)
21 (+5)
16 (+3)
18 (+4)
18 (+4)

Passive Perception: 18
Saving Throws: Dex +4, Wis +8
Skills: Arcana +7, Athletics +10, History +7, Perception +8
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons, cold and fire
Damage Immunities: lightning, poison
Condition Immunities: exhaustion, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: Celestial, Common, Infernal; telepathy 100 ft.
Image

Innate Spellcasting. The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: sacred flame
1/day each: dimension door, fire shield, haste, slow
2/day: daylight
3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)
Magic Resistance. The horseman has advantage on saving throws against spells and other magical effects.
Peerless Rider. Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.
Quick Draw. The horseman can switch between wielding its lance and longsword as a bonus action.
 

Actions

Multiattack. The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.
Lance. Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Temporal Strike (recharge 5-6). When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.
Source tome of Beasts

Baba Yaga's Horsemen, Red Sun

Medium fey, lawful neutral
Challenge 11 (7,200 XP)

Armor Class: 20 (plate and shield)
Hit Points: 171 (18d8 + 90)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
11 (0)
21 (+5)
16 (+3)
18 (+4)
18 (+4)

Passive Perception: 18
Saving Throws: Dex +4, Wis +8
Skills: Arcana +7, Athletics +10, History +7, Perception +8
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: fire, lightning, poison
Condition Immunities: blinded, charmed, exhaustion, frightened, paralyzed, poisoned
Languages: Celestial, Common, Infernal; telepathy 100 ft.
Image

Innate Spellcasting. The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
1/day each: dimension door, fire shield, haste, slow
2/day each: continual flame, scorching ray
3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)
Magic Resistance. The horseman has advantage on saving throws against spells and other magical effects.
Peerless Rider. Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.
Quick Draw. The horseman can switch between wielding its lance and longsword as a bonus action.
 

Actions

Multiattack. The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.
Lance. Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Temporal Strike (recharge 5-6). When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.
Source tome of Beasts

Bagiennik

Medium aberration, chaotic neutral
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 75 (10d8 + 30)
Speed: 30 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
18 (+4)
16 (+3)
9 (-1)
16 (+3)
11 (0)

Passive Perception: 15
Skills: Perception +5
Senses: darkvision 60 ft.
Languages: Common
Image

Healing Oil. A bagiennik can automatically stabilize a dying creature by using an action to smear some of its oily secretion on the dying creature's flesh. A similar application on an already-stable creature or one with 1 or more hit points acts as a potion of healing, restoring 2d4 + 2 hit points. Alternatively, the bagiennik's secretion can have the effect of a lesser restoration spell. However, any creature receiving a bagiennik's Healing Oil must make a successful DC 13 Constitution saving throw or be slowed for 1 minute.
 

Actions

Multiattack. The bagiennik makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
Acid Spray. Ranged Weapon Attack: +6 to hit, range 15 ft., one target. Hit: 14 (2d10 + 3) acid damage. The target must make a successful DC 13 Dexterity saving throw or fall prone in the slick oil, which covers an area 5 feet square. A creature that enters the oily area or ends its turn there must also make the Dexterity saving throw to avoid falling prone. A creature needs to make only one saving throw per 5-foot-square per turn, even if it enters and ends its turn in the area. The slippery effect lasts for 3 rounds.
Source tome of Beasts

Bastet Temple Cat

Small monstrosity, chaotic neutral
Challenge 1 (200 XP)

Armor Class: 14
Hit Points: 40 (9d6 + 9)
Speed: 40 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
19 (+4)
12 (+1)
12 (+1)
16 (+3)
18 (+4)

Passive Perception: 15
Skills: Perception +5, Stealth +6
Senses: darkvision 60 ft.
Languages: Common, Nurian, and Sylvan
Image

Keen Smell. The temple cat has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The temple cat's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components:
At will: guidance
3/day each: charm person, cure wounds
1/day: enhance ability (only Cat's Grace)
Priestly Purr. When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat's Innate Spellcasting trait.
 

Actions

Multiattack. The temple cat makes one bite attack and one claws attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Fascinating Lure. The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A charmed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the temple cat's Fascinating Lure for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it.
Source tome of Beasts

Bearfolk

Medium humanoid (bearfolk), chaotic good
Challenge 3 (700 XP)

Armor Class: 14 (hide armor)
Hit Points: 45 (6d8 + 18)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
16 (+3)
8 (-1)
12 (+1)
9 (-1)

Passive Perception: 11
Senses: darkvision 60 ft.
Languages: Common, Giant
Image

Frenzy (1/rest). As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.
Keen Smell. The bearfolk has advantage on Wisdom (Perception) checks that rely on smell.
 

Actions

Multiattack. The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.
Source tome of Beasts

Behtu

Small humanoid, chaotic evil
Challenge 2 (450 XP)

Armor Class: 14 (hide armor)
Hit Points: 52 (8d6 + 24)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
16 (+3)
16 (+3)
12 (+1)
11 (0)
7 (-2)

Passive Perception: 10
Saving Throws: Dex +5
Skills: Athletics +5, Stealth +5
Damage Resistances: cold, fire, lightning
Senses: darkvision 60 ft.
Languages: Behtu, Common, Infernal
Image

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortspear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Fire Breath (Recharge 6). The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw.
Ichorous Infusions. Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition.
Source tome of Beasts

Beli

Small fey, neutral evil
Challenge 2 (450 XP)

Armor Class: 15 (natural armor)
Hit Points: 45 (10d6 + 10)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
12 (+1)
8 (-1)
11 (0)
14 (+2)

Passive Perception: 14
Saving Throws: Dex +5
Skills: Perception +4, Stealth +5
Damage Vulnerabilities: fire
Damage Immunities: cold
Senses: darkvision 60 ft.
Languages: Common, Dwarvish, Giant
Image

Arctic Hunter. Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings.
Cold Regeneration. As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate.
Flyby. The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Innate Spellcasting. The beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: invisibility
3/day: chill touch
 

Actions

Ice Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.
Icy Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.
Source tome of Beasts

Bereginyas

Tiny fey, neutral evil
Challenge 4 (1,100 XP)

Armor Class: 15
Hit Points: 70 (20d4 + 20)
Speed: 20 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
20 (+5)
12 (+1)
13 (+1)
12 (+1)
11 (0)

Passive Perception: 15
Saving Throws: Dex +7
Skills: Perception +5, Stealth +9
Damage Immunities: bludgeoning
Senses: darkvision 60 ft.
Languages: Common, Elvish, Sylvan
Image

 

Actions

Multiattack. The bereginyas makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 12) and the bereginyas immediately uses Smother against it as a bonus action.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Smother. If the bereginyas grapples an opponent, it extends a semi-solid gaseous tendril down the target's throat as a bonus action. The target must make a successful DC 14 Strength saving or it is immediately out of breath and begins suffocating. Suffocation ends if the grapple is broken or if the bereginyas is killed.
Source tome of Beasts

Blemmyes

Large monstrosity, chaotic evil
Challenge 8 (3,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 168 (16d10 + 80)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
13 (+1)
20 (+5)
7 (-2)
12 (+1)
5 (-3)

Passive Perception: 11
Skills: Intimidation +3
Senses: darkvision 60 ft.
Languages: Giant
Image

Carnivorous Compulsion. If it can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom save or be compelled to move toward that creature and attack it.
 

Actions

Multiattack. The blemmyes makes two slam attacks and one bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller incapacitated creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes' turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn.
Rock. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
Source tome of Beasts

Boloti

Tiny fey, neutral evil
Challenge 1 (200 XP)

Armor Class: 15
Hit Points: 63 (14d4 + 28)
Speed: 20 ft., swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
20 (+5)
14 (+2)
13 (+1)
12 (+1)
11 (0)

Passive Perception: 13
Skills: Perception +3, Stealth +7
Senses: darkvision 60 ft.
Languages: Common, Primordial, Sylvan
Image

Amphibious. The boloti can breathe air and water.
Innate Spellcasting. The boloti's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: detect magic, water walk
3/day: control water, create or destroy water, fog cloud, invisibility, see invisibility, water breathing
1/day: wall of ice
Water Mastery. A boloti has advantage on attack rolls if both it and its opponent are in water. If the opponent and the boloti are both on dry ground, the boloti has disadvantage on attack rolls.
 

Actions

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Vortex (1/Day). A boloti can transform into a vortex of swirling, churning water for up to 4 minutes. This ability can be used only while the boloti is underwater, and the boloti can't leave the water while in vortex form. While in vortex form, the boloti can enter another creature's space and stop there in vortex form. In this liquid form, the boloti still takes normal damage from weapons and magic. A creature in the same space as the boloti at the start of the creature's turn takes 9 (2d8) bludgeoning damage unless it makes a successful DC 15 Dexterity saving throw. If the creature is Medium or smaller, a failed saving throw also means it is grappled (escape DC 11). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw succeeds, the target is pushed 5 feet so it is out of the boloti's space.
Source tome of Beasts

Bone Collective

Small undead, chaotic evil
Challenge 8 (3,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 120 (16d6 + 64)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
20 (+5)
18 (+4)
14 (+2)
10 (0)
16 (+3)

Passive Perception: 13
Saving Throws: Dex +8
Skills: Arcana +5, Deception +6, Perception +3, Stealth +11
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 120 ft.
Languages: Common, Darakhul
Image

Hive Mind. All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of 14. Below this hp threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective.
Innate Spellcasting. The bone collective's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chill touch
3/day: animate dead (up to 5 skeletons or zombies)
Swarm. A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can't occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature's space and vice versa, and it can move through openings at least 1 foot square. It can't change to singular form while it occupies the same space as another creature. It uses its skills normally in either form.
 

Actions

Multiattack. The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage.
Swarm. Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom.
Wyrmblood Venom (Injury). Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic.
Source tome of Beasts

Bone Crab

Small beast, neutral
Challenge 1/2 (100 XP)

Armor Class: 13 (natural armor)
Hit Points: 33 (6d6 + 12)
Speed: 20 ft., swim 10 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
14 (+2)
1 (-5)
12 (+1)
4 (-3)

Passive Perception: 13
Skills: Perception +3, Stealth +4
Damage Resistances: bludgeoning
Senses: darkvision 60 ft.
Languages: -
Image

Amphibious. The bone crab can breathe air and water.
Bone Camouflage. A bone crab has advantage on Dexterity (Stealth) checks while it's among bones.
Hive Mind. A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are.
Leap. Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe.
 

Actions

Multiattack. The bone crab makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
White Ghost Shivers. A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally.
Source tome of Beasts

Bone Swarm

Large swarm of Tiny undead, chaotic evil
Challenge 10 (5,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 198 (36d10)
Speed: 20 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
18 (+4)
10 (0)
9 (-1)
15 (+2)
20 (+5)

Passive Perception: 16
Saving Throws: Dex +8, Wis +6, Cha +9
Skills: Acrobatics +8, Perception +6, Stealth +8
Damage Resistances: piercing and slashing from nonmagical weapons
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, prone, restrained, stunned
Senses: darkvision 60 ft.
Languages: Common, Void Speech
Image

Strength of Bone. A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Multiattack. The bone swarm can attack every hostile creature in its space with swirling bones.
Swirling Bones. Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability).
Death's Embrace (Recharge 5-6). Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: the target is grappled (escape DC 16) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50 percent chance of hitting a creature grappled in Death's Embrace instead.
Source tome of Beasts

Avatar Of Boreas

Medium elemental (shapechanger), chaotic evil
Challenge 17 (18,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 168 (16d8 + 96)
Speed: 50 ft., fly 120 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)
22 (+6)
22 (+6)
18 (+4)
19 (+4)
21 (+5)

Passive Perception: 20
Saving Throws: Dex +12, Wis +10, Cha +11
Skills: Deception +11, Nature +10, Perception +10, Stealth +12
Damage Resistances: acid
Damage Immunities: cold, lightning, poison, thunder
Condition Immunities: petrification, poisoned
Senses: darkvision 60 ft., truesight 120 ft.
Languages: Common, Dwarvish, Giant, Infernal
Image

Chilling Presence. Boreas freezes everything within 150 feet of him. After 5 rounds, nonmagical fires up to the size of a campfire are quenched. Water freezes within 1 minute. Spells that protect against cold are subjected to an immediate dispel magic (at +10 spellcasting ability) when within 150 feet of Boreas.
Wind Form. Boreas can shift between his humanoid body and a body made of wind and mist as an action; he can never be forced to shift forms. In wind form, he can use a whirlwind blast attack and use his spells, but no weapon attack. Truesight reveals both forms at once.
Freedom of the Wind. Locks, shackles, ropes, and other bindings cannot hold Boreas.
Innate Spellcasting. Boreas's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:
At will: create water, detect magic, guidance, invisibility, polymorph, speak with animals, true seeing, wind wall
3/day each: call lightning, control weather, cure wounds, dispel magic, ice storm, lesser restoration
1/day each: chain lightning, earthquake, finger of death, heal, shapechange, wall of ice, word of recall
Regeneration. The avatar of Boreas regains 10 hit points at the start of its turn. If the avatar of Boreas takes fire damage, this trait does not function at the start of its next turn. The avatar of Boreas dies only if it starts its turn with 0 hit points and does not regenerate.
 

Actions

Multiattack. Boreas makes 4 spear attacks, or 4 longbow attacks, or 2 whirlwind blasts.
Ice Spear (Humanoid Form). Melee Weapon Attack. +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 17 (5d6) cold damage.
North Wind Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 10 (1d8+6) piercing damage plus 9 (2d8) cold damage.
Whirlwind Blast (Wind Form Only). Ranged Spell Attack: +11 to hit, range 50 ft., one target. Hit: 37 (5d12 + 5) slashing damage.
 

Legendary Actions

Boreas can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Boreas regains spent legendary actions at the start of its turn.
Ice Spear. Boreas makes an ice spear attack.
North Wind's Glare. Boreas freezes a foe with a look. One creature within 60 feet that the avatar of Boreas can see must make a successful DC 19 Constitution saving throw or be petrified until the start of the avatar's next turn.
Whirlwind Movement (Costs 2 Actions). Boreas erupts into an icy whirlwind. Mundane and magical light sources alike within 20 feet are automatically extinguished. Each creature within 20 feet of the avatar must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) cold damage. The avatar can then fly up to half its flying speed.
Source tome of Beasts

Bouda

Medium fiend (shapechanger), neutral evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 93 (11d8 + 44)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
18 (+4)
10 (0)
12 (+1)
15 (+2)

Passive Perception: 14
Saving Throws: Dex+5, Con +7, Wis +4, Cha +5
Skills: Athletics +7, Deception +5, Intimidation +5, Perception +4, Stealth +5
Damage Resistances: acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 120 ft.
Languages: Common, Celestial, Infernal, Nurian; telepathy 100 ft.
Image

Shapechanger. The bouda can use its action to polymorph into a human, a hyena, or its true form, which is a hyena-humanoid hybrid. Its statistics, other than its Mephitic Claw attack, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if destroyed, before turning to dust.
Defiling Smear (1/Day). The bouda can secrete a disgusting whitish-yellow substance with the viscosity of tar to mark food and territory. As a bonus action, the bouda marks a single adjacent 5-foot space, object, or helpless creature. Any living creature within 30 feet of the smear at the start of its turn must succeed on a DC 15 Constitution saving throw against poison or be poisoned for 1d6 rounds. A creature that makes a successful saving throw is immune to that particular bouda's defiling smear for 24 hours. The stench of a smear remains potent for one week.
Innate Spellcasting. The bouda's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components: Constant: detect evil and good, detect magic
At will: thaumaturgy
3/day: darkness, expeditious retreat
1/day: contagion
 

Actions

Multiattack. The bouda makes one bite attack and one mephitic claw attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage.
Mephitic Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target must make a successful DC 15 Constitution saving throw or become poisoned for 1 round by the visible cloud of vermin swarming around the bouda's forearms.
Ravenous Gorge. The bouda consumes the organs of a corpse in a space it occupies. It gains temporary hit points equal to the dead creature's HD that last 1 hour. Organs consumed by this ability are gone, and the creature can't be restored to life through spells and magical effects that require a mostly intact corpse.
Source tome of Beasts

Broodiken

Tiny construct, neutral
Challenge 1 (200 XP)

Armor Class: 13 (natural armor)
Hit Points: 55 (10d4 + 30)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
16 (+3)
2 (-4)
10 (0)
6 (-2)

Passive Perception: 14
Skills: Perception +4, Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: -
Image

Immutable Form. The broodiken is immune to any spell or effect that would alter its form.
Magic Resistance. The broodiken has advantage on saving throws against spells and other magical effects.
Shared Rage. A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Attach. When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple.
Source tome of Beasts

Bucca

Tiny fey, neutral evil
Challenge 1/2 (100 XP)

Armor Class: 14 (natural armor)
Hit Points: 27 (5d4 + 15)
Speed: 20 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
16 (+3)
17 (+3)
13 (+1)
9 (-1)
16 (+3)

Passive Perception: 11
Skills: Perception +1, Sleight of Hand +7, Stealth +7
Senses: darkvision 60 ft.
Languages: Darakhul, Dwarvish
Image

Flyby. The bucca doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Vulnerability to Sunlight. A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight.
Innate Spellcasting. The bucca's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: invisibility
3/day each: darkness, ensnaring strike, locate object
 

Actions

Dagger. Melee Weapon Damage: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or take 1d2 Strength damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 Strength for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost Strength returns after a long rest.
Source tome of Beasts

Bukavac

Large monstrosity, neutral evil
Challenge 9 (5,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 199 (21d10 + 84)
Speed: 40 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
17 (+3)
18 (+4)
7 (-2)
15 (+2)
12 (+1)

Passive Perception: 20
Saving Throws: Dex +7, Con +8
Skills: Perception +10, Stealth +11
Damage Immunities: thunder
Senses: darkvision 60 ft.
Languages: Sylvan
Image

Hold Breath. The bukavac can hold its breath for up to 20 minutes.
Hop. A bukavac can move its enormous bulk with remarkably quick hop of up to 20 feet, leaping over obstacles and foes. It may also use the hop as part of a withdraw action.
 

Actions

Multiattack. The bukavac makes four claw attacks, or two claw attacks and one bite attack, or two claw attacks and one gore attack, or one bite and one gore attack.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage and grapples (escape DC15). A bukavac can grapple up to 2 Medium size foes.
Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Croaking Blast (Recharge 5-6). A bukavac can emit a howling thunderclap that deafens and damages those nearby. Creatures within 15 feet who fail a DC 17 Constitution saving throw take 36 (8d8) thunder damage and are permanently deafened. Those succeeding on the saving throw take half damage and are not deafened. The deafness can be cured with lesser restoration.
Source tome of Beasts

Buraq

Medium celestial, lawful good
Challenge 11 (7,200 XP)

Armor Class: 17
Hit Points: 152 (16d8 + 80)
Speed: 60 ft., fly 90 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
18 (+4)
20 (+5)
18 (+4)
18 (+4)
20 (+5)

Passive Perception: 14
Saving Throws: Con +9, Wis +8, Cha +9
Skills: History +8, Religion +8
Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened
Senses: truesight 120 ft.
Languages: Celestial, Common, Primordial, telepathy 120 ft.
Image

Angelic Weapons. The buraq's attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. The buraq's innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components:
At will: comprehend languages, detect evil and good, holy aura, pass without trace
3/day each: haste, longstrider
1/day each: plane shift, wind walk
Magic Resistance. The buraq has advantage on saving throws against spells and other magical effects.
Night Journey. When outdoors at night, a buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey.
 

Actions

Multiattack. The buraq makes two attacks with its hooves.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
Teleport (1/Day). The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away.
Source tome of Beasts

Burrowling

Small humanoid (burrowling), lawful neutral
Challenge 1/2 (100 XP)

Armor Class: 13
Hit Points: 27 (6d6 + 6)
Speed: 30 ft., burrow 10 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
16 (+3)
12 (+1)
9 (-1)
12 (+1)
13 (+1)

Passive Perception: 13
Skills: Perception +3
Senses: darkvision 60 ft.
Languages: Common
Image

Burrow Awareness. A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet.
Pack Tactics. The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that's capable of attacking.
 

Actions

Multiattack. The burrowling makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Source tome of Beasts

Cactid

Large plant, unaligned
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 76 (8d10 + 32)
Speed: 5 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
8 (-1)
18 (+4)
7 (-2)
10 (0)
9 (-1)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire
Condition Immunities: blinded, deafened
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: understands Sylvan, but can't speak
Image

Hail of Needles (1/Day). When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw.
 

Actions

Multiattack. The cactid makes two attacks with its tendrils and uses Reel.
Tendril. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time.
Reel. Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid.
Source tome of Beasts

Cambium

Large fiend, neutral evil
Challenge 14 (11,500 XP)

Armor Class: 19 (natural armor)
Hit Points: 264 (23d10 + 138)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
16 (+3)
23 (+6)
17 (+3)
16 (+3)
18 (+4)

Passive Perception: 18
Saving Throws: Dex +8, Con +11, Int +8, Wis +8, Cha +9
Skills: Arcana +8, Deception +9, Insight +8, Medicine +8, Perception +8, Stealth +8
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: Common, Draconic, Infernal
Image

Innate Spellcasting. The cambium's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cambium can innately cast the following spells, requiring no material components:
Constant: levitate
At will: alter self, detect thoughts, hold person, plane shift, spare the dying
3/day: cure wounds 21 (4d8 + 3), ray of sickness 18 (4d8), protection from poison, heal
1/day: finger of death
 

Actions

Multiattack. The cambium makes four needle fingers attacks.
Needle Fingers. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. In addition, the target must make a DC 19 Constitution saving throw; if it fails, the cambium can either inflict Ability Damage or Imbalance Humors. A target makes this saving throw just once per turn, even if struck by more than one needle fingers attack.
Ability Damage (3/Day). When the target of the cambium's needle fingers fails its Constitution saving throw, one of its ability scores (cambium's choice) is reduced by 1d4 until it finishes a long rest. If this reduces a score to 0, the creature is unconscious until it regains at least one point.
Imbalance Humors (3/Day). When the target of the cambium's needle fingers fails its Constitution saving throw, apply one of the following effects:
Sanguine Flux: The target cannot be healed. aturally or magically.until after their next long rest.
Choleric Flux: The target becomes confused (as the spell) for 3d6 rounds. The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends.
Melancholic Flux: The target is incapacitated for 1d4 rounds and slowed (as the spell) for 3d6 rounds. The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends.
Phlegmatic Flux: A successful DC 18 Constitution saving throw negates this effect. A failed saving throw means the target gains one level of exhaustion which lasts for 3d6 rounds.
Source tome of Beasts

Carrion Beetle

Large beast, neutral
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 127 (15d10 + 45)
Speed: 30 ft., burrow 20 ft., climb 10 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
12 (+1)
17 (+3)
1 (-5)
13 (+1)
10 (0)

Passive Perception: 11
Condition Immunities: paralysis
Senses: darkvision 60 ft.
Languages: -
Image

 

Actions

Multiattack. The beetle makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 10 (1d12 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Acid Spit (Recharge 5-6). The carrion beetle spits a line of acid that is 30 ft. long and 5 ft. wide. Each creature in that line takes 32 (5d12) acid damage, or half damage with a successful DC 13 Dexterity saving throw.
Source tome of Beasts

Cavelight Moss

Large plant, neutral
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 95 (10d10 + 40)
Speed: 5 ft., climb 5 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
10 (0)
18 (+4)
1 (-5)
13 (+1)
5 (-3)

Passive Perception: 11
Damage Resistances: acid, cold, fire; slashing from nonmagical weapons
Condition Immunities: charmed, deafened, frightened, paralyzed, prone, stunned, unconscious
Senses: tremorsense 60 ft.
Languages: -
Image

Luminescence. The chemicals within cavelight moss make the entire creature shed light as a torch. A cavelight moss cannot suppress this effect. It can, however, diminish the light produced to shed illumination as a candle.
 

Actions

Tendrils. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the cavelight moss can't use its tendrils against another target.
Strength Drain. Living creatures hit by the cavelight moss's tendril attack or caught up in its grapple must make a successful DC 14 Constitution saving throw or 1 level of exhaustion. Creatures that succeed are immune to that particular cavelight moss's Strength Drain ability for 24 hours. For every level of exhaustion drained, the cavelight moss gains 5 temporary hit points.
Source tome of Beasts

Chelicerae

Large aberration, neutral evil
Challenge 7 (2,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 153 (18d10 + 54)
Speed: 40 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
17 (+3)
17 (+3)
14 (+2)
15 (+2)
14 (+2)

Passive Perception: 15
Saving Throws: Dex +6, Wis +5, Cha +5
Skills: Acrobatics +6, Athletics +9, Perception +5, Stealth +6
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Senses: darkvision 60 ft.
Languages: -
Image

Magic Resistance. The chelicerae has advantage on saving throws against spells and other magical effects.
Spellcasting. The chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared:
Cantrips: acid splash, mage hand, minor illusion, true strike
1st level: burning hands, detect magic, expeditious retreat, ray of sickness
2nd level: hold person, invisibility, scorching ray
3rd level: animate dead, haste, lightning bolt
4th level: phantasmal killer
Siphon Spell Slots. The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature's Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can't offer any more power. A creature regains all lost Wisdom when it finishes a long rest.
Spider Climb. Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check.
 

Actions

Multiattack. The chelicerae makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Source tome of Beasts

Chernomoi

Tiny fey, neutral
Challenge 1 (200 XP)

Armor Class: 13
Hit Points: 32 (5d4 + 20)
Speed: 20 ft., fly 20 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
18 (+4)
18 (+4)
12 (+1)
11 (0)
16 (+3)

Passive Perception: 12
Skills: Acrobatics +6, Perception +2, Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons
Senses: darkvision 60 ft.
Languages: Common, Draconic, Sylvan
Image

Innate Spellcasting. The chernomoi's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: detect magic, invisibility, mage hand, mending, message, prestidigitation
1/day each: detect poison and disease, dimension door
 

Actions

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Shriek (Recharge 5-6). The chernomoi emits a loud shriek. All creatures within 60 feet who can hear take 10 (3d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw.
Source tome of Beasts

Child Of The Briar

Tiny plant, neutral evil
Challenge 1 (200 XP)

Armor Class: 13
Hit Points: 50 (20d4)
Speed: 20 ft., climb 10 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
17 (+3)
11 (0)
13 (+1)
10 (0)
14 (+2)

Passive Perception: 14
Skills: Perception +4, Stealth +7
Damage Vulnerabilities: fire
Senses: darkvision 60 ft.
Languages: Briarclick, Common, Sylvan
Image

Fey Blood. Children of the briar count as both plant and fey for any effect related to type.
 

Actions

Multiattack. A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Spitdart Tongue (Recharge 4-6). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth.
Entangle. Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn't need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell's effects.
Thorny Grapple. A child of the briar's long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child's turn for as long as it remains grappled.
Source tome of Beasts

Chronalmental

Large elemental, unaligned
Challenge 8 (3,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 152 (16d10 + 64)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
1 (-5)
20 (+5)
19 (+4)
9 (-1)
13 (+1)
6 (-2)

Passive Perception: 11
Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft.
Languages: Celestial, Infernal
Image

Temporal Body. When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points.
 

Actions

Multiattack. The chronalmental makes 1d4 + 1 slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Steal Time (1/Day). The chronalmental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdom saving throw. On a failed saving throw, the chronalmental draws some of the creature's time into itself and gains +10 to its position in initiative order. In addition, the target's speed is reduced by half, it can't take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental's speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Displace (Recharge 5-6). The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically shunted outside of time. The creature disappears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to its previously occupied space, or the nearest unoccupied space.
 

Reactions

Step Between Seconds (Recharge 4-6). When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can shift itself to a place it occupied in the past, teleporting up to 60 feet to an unoccupied space, along with any equipment it is wearing or carrying.
Source tome of Beasts

Cikavak

Tiny fey, neutral
Challenge 1/8 (25 XP)

Armor Class: 12
Hit Points: 17 (7d4)
Speed: 10 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
15 (+2)
10 (0)
12 (+1)
12 (+1)
4 (-3)

Passive Perception: 15
Skills: Perception +5, Stealth +9
Damage Resistances: acid, fire, poison
Languages: understands Common; telepathy (touch)
Image

Innate Spellcasting. The cikavak's innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: speak with animals
1/day: silence
 

Actions

Bite. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 7 (1d4 + 2) piercing damage.
Source tome of Beasts

Clockwork Abomination

Large construct (devil), lawful evil
Challenge 5 (1,800 XP)

Armor Class: 16 (natural armor)
Hit Points: 76 (8d10 + 32)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
12 (+1)
18 (+4)
10 (0)
10 (0)
12 (+1)

Passive Perception: 13
Saving Throws: Dex +4 Con +7
Skills: Athletics +9, Perception +4, Stealth +4
Damage Resistances: acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: Common, Infernal
Image

Additional Legs. Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain.
Piston Reach. The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them.
Immutable Form. The clockwork abomination is immune to any spell or effect that would alter its form.
Infernal Power Source. When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw.
 

Actions

Multiattack. The clockwork abomination makes one bite attack and one slam attack.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
Breath Weapon (Recharge 5-6). The clockwork abomination's Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw.
Source tome of Beasts

Clockwork Beetle

Tiny construct, unaligned
Challenge 1/2 (100 XP)

Armor Class: 14 (natural armor)
Hit Points: 15 (6d4)
Speed: 30 ft., fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
16 (+3)
10 (0)
4 (-3)
12 (+1)
7 (-2)

Passive Perception: 11
Saving Throws: Dex +5
Skills: Stealth +5
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: understands Common, telepathy 100 ft. (creator only)
Image

Immutable Form. The clockwork beetle is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork beetle has advantage on saving throws against spells and other magical effects.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage, or one-half poison damage with a successful DC 10 Constitution saving throw.
Source tome of Beasts

Clockwork Beetle Swarm

Tiny Large swarm of Tiny constructs, neutral
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 52 (8d10 + 8)
Speed: 30 ft., fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
16 (+3)
12 (+1)
4 (-3)
12 (+1)
7 (-2)

Passive Perception: 11
Damage Resistances: bludgeoning, piercing, and slashing
Damage Immunities: fire, poison, psychic
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses: darkvision 60 ft.
Languages: -
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., up to 4 creatures in the swarm's space. Hit: 17 (5d6) piercing damage plus 3 (1d6) poison damage.
Source tome of Beasts

Clockwork Hound

Medium construct, unaligned
Challenge 2 (450 XP)

Armor Class: 12 (natural armor)
Hit Points: 71 (11d8 + 22)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
15 (+2)
14 (+2)
1 (-5)
10 (0)
1 (-5)

Passive Perception: 14
Saving Throws: Dex +4, Con +4
Skills: Athletics +7, Perception +4
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: understands Common
Image

Immutable Form. The clockwork hound is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork hound has advantage on saving throws against spells and other magical effects.
Diligent Tracker. Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Tripping Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Explosive Core. The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.
Source tome of Beasts

Clockwork Huntsman

Medium construct, unaligned
Challenge 3 (700 XP)

Armor Class: 14
Hit Points: 110 (20d8 + 20)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
14 (+2)
12 (+1)
4 (-3)
10 (0)
1 (-5)

Passive Perception: 14
Saving Throws: Str +5, Dex +4
Skills: Perception +4, Survival +4
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: understands Common
Image

Immutable Form. The clockwork huntsman is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork huntsman has advantage on saving throws against spells and other magical effects.
 

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Net Cannon. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.
Explosive Core. The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw.
Source tome of Beasts

Clockwork Myrmidon

Large construct, unaligned
Challenge 6 (2,300 XP)

Armor Class: 16 (natural armor)
Hit Points: 153 (18d10+54)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
14 (+2)
16 (+3)
10 (0)
10 (0)
1 (-5)

Passive Perception: 16
Saving Throws: Str +11, Dex +5
Skills: Athletics +8, Perception +6
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: understands Common
Image

Immutable Form. The clockwork myrmidon is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork myrmidon has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each.
Heavy Pick. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.
Alchemical Flame Jet (Recharge 5-6). The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.
Grease Spray (Recharge 5-6). As a bonus action, the clockwork myrmidon's chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.
Alchemical Fireball. The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times.
Source tome of Beasts

Clockwork Watchman

Medium construct, unaligned
Challenge 1/2 (100 XP)

Armor Class: 14 (natural armor)
Hit Points: 55 (10d8 + 10)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
12 (+1)
5 (-3)
10 (0)
1 (-5)

Passive Perception: 14
Saving Throws: Con +3
Skills: Athletics +4, Perception +4
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: Common
Image

Immutable Form. The clockwork watchman is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork watchman has advantage on saving throws against spells and other magical effects.
 

Actions

Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., onetarget. Hit: 7 (1d10 + 2) slashing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Net Cannon. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The watchman can fire up to four nets before it must be reloaded.
Source tome of Beasts

Weaving Spider

Tiny construct, unaligned
Challenge 1 (200 XP)

Armor Class: 15 (natural armor)
Hit Points: 25 (10d4)
Speed: 40 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
16 (+3)
10 (0)
9 (-1)
8 (-1)
8 (-1)

Passive Perception: 14
Damage Immunities: poison
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: understands Common
Image

Immutable Form. The weaving spider is immune to any spell or effect that would alter its form.
Magic Resistance. The weaving spider has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The weaving spider makes two trimming blade attacks or two needle shuttle attacks.
Trimming Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and possible unmaking.
Poisoned Needle Shuttle. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.
Unmaking. The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's trimming blade attack roll exceeds the target's armor class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one of their possessions becomes unusable or damaged until repaired (DM's choice)
Source tome of Beasts

Clurichaun

Tiny fey, chaotic neutral
Challenge 1/4 (50 XP)

Armor Class: 14
Hit Points: 22 (4d4 + 12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
16 (+3)
10 (0)
8 (-1)
16 (+3)

Passive Perception: 11
Saving Throws: Con +5
Skills: Perception +1, Stealth +3
Condition Immunities: frightened, poisoned
Senses: darkvision 60ft.
Languages: Common, Elvish, Sylvan
Image

Clurichaun's Luck. Clurichauns add both their Dexterity and Charisma modifiers to their Armor Class.
Innate Spellcasting. The clurichaun's innate spellcasting ability is Charisma (spell save DC 13). The clurichaun can cast the following spells, requiring only alcohol as a component.
At will: friends, mending, minor illusion, purify food and drink, vicious mockery
1/day each: blur, calm emotions, heroism, sleep, suggestion
Magic Resistance. The clurichaun has advantage on saving throws against spells and other magical effects.
 

Actions

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1 + 1) bludgeoning damage.
Improvised Weapon. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on weapon.
Source tome of Beasts

Cobbleswarm

Medium swarm of Tiny monstrosities, unaligned
Challenge 2 (450 XP)

Armor Class: 15 (natural armor)
Hit Points: 36 (8d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
11 (0)
11 (0)
5 (-3)
12 (+1)
5 (-3)

Passive Perception: 11
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, stunned
Languages: -
Image

False Appearance. While the swarm remains motionless, it is indistinguishable from normal stones.
Shift and Tumble. As a bonus action, the swarm can push a prone creature whose space it occupies 5 feet.
Shifting Floor. Whenever the swarm moves into a creature's space or starts its turn in another creature's space, that other creature must make a successful DC 13 Dexterity saving throw or fall prone. A prone creature must make a successful DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Stings. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer.
Source tome of Beasts

Corpse Mound

Huge undead, neutral evil
Challenge 11 (7,200 XP)

Armor Class: 16 (natural armor)
Hit Points: 207 (18d12 + 90)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
11 (0)
21 (+5)
8 (-1)
10 (0)
8 (-1)

Passive Perception: 10
Saving Throws: Con +9, Int +3, Wis +4
Damage Resistances: necrotic
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: darkvision 60 ft.
Languages: Understands Common but can't speak
Image

Absorb the Dead. Whenever a Small or larger non.undead creature dies within 20 feet of the corpse mound, that creature's remains join its form and the corpse mound regains 10 hit points.
Noxious Aura. Creatures that are within 20 feet of the corpse mound at the end of its turn must succeed on a DC 17 Constitution saving throw or become poisoned until the end of their next turn. On a successful saving throw, the creature is immune to the Noxious Aura for 24 hours.
Zombie Drop. At the start of the corpse mound's turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control. Up to 10 such zombies can be active at one time. Zombies take their turns immediately after the corpse mound's turn.
 

Actions

Multiattack. The corpse mound makes two weapon attacks or uses envelop once.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.
Bone Shard. Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 14 (2d6 + 7) piercing damage and 10 (3d6) necrotic damage. When hit, the target must make a successful DC 17 Strength check or be knocked prone, pinned to the ground by the shard, and restrained. To end this restraint, the target or a creature adjacent to it must use an action to make a successful DC 17 Strength (Athletics) check to remove the shard.
Envelop. The corpse mound makes a slam attack against a restrained creature. If the attack hits, the target takes damage as normal, is pulled 5 feet into the corpse mound's space, and is enveloped, which ends any grappled or prone condition. While enveloped, the creature is blinded and restrained, it has total cover against attacks and other effects outside the corpse mound, and it takes 21 (6d6) necrotic damage at the start of each of the corpse mound's turns. An enveloped creature can escape by using its action to make a successful DC 17 Strength saving throw. If the corpse mound takes 30 or more damage on a single turn from the enveloped creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or expel the creature, which falls prone in a space within 10 feet of the corpse mound. If the corpse mound dies, an enveloped creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone. A corpse mound can envelop up to 4 creatures at once.
Source tome of Beasts

Dau

Small fey, chaotic neutral
Challenge 4 (1,100 XP)

Armor Class: 13
Hit Points: 49 (9d6 + 18)
Speed: 20 ft., fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
7 (-2)
17 (+3)
14 (+2)
14 (+2)
17 (+3)
16 (+3)

Passive Perception: 15
Skills: Deception +5, Insight +5, Perception +5, Stealth +5
Senses: darkvision 60 ft.
Languages: Deep Speech, Primordial, Sylvan, telepathy 60 ft.
Image

Magic Resistance. The dau has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The dau's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: detect thoughts
3/day each: invisibility, mirror image
1/day each: mirage arcana, programmed illusion, project image
 

Actions

Multiattack. The dau makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.
Tangible Illusion (1/Day). After casting an illusion spell of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but not magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet.
 

Reactions

Mirror Dodge (1/Day). When the dau would be hit by an attack or affected by a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space within 30 feet in sight. The dau isn't affected and the illusory duplicate is destroyed.
Source tome of Beasts

Death Butterfly Swarm

Large swarm of tiny beasts, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 60 (11d10)
Speed: 5 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
13 (+1)
10 (0)
1 (-5)
12 (+1)
15 (+2)

Passive Perception: 11
Damage Resistances: bludgeoning, piercing, slashing
Damage Vulnerabilities: cold, fire
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, petrified
Senses: darkvision 60 ft.
Image

Potent Poison. The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit point.
Weight of Wings. A creature in a space occupied by the death butterfly swarm has its speed reduced by half, and must succeed on a DC 13 Dexterity saving throw or become blinded. Both effects end when the creature doesn't share a space with the swarm at the end of the creature's turn. If a creature succeeds on the saving throw, it is immune to the swarm's blindness (but not the speed reduction) for 24 hours.
 

Actions

Multiattack. The swarm makes a Bite attack against every target in its spaces.
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., every target in the swarm's space. Hit: 22 (6d6 +1) piercing damage, or 11 (3d6 + 1) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (3d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 13 Constitution saving throw reduces poison damage by half and prevents the poisoned condition..
Source tome of Beasts

Greater Death Butterfly Swarm

Huge swarm of tiny beasts, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 84 (13d12)
Speed: 5 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
16 (+3)
10 (0)
1 (-5)
15 (+2)
12 (+1)

Passive Perception: 12
Damage Resistances: bludgeoning, piercing, and slashing
Damage Vulnerabilities: cold, fire
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, petrified
Senses: darkvision 60 ft.
Image

Potent Poison. The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit point.
Weight of Wings. As death butterfly swarm but with DC 16 Dexterity saving throw
 

Actions

Multiattack. The swarm makes a Bite attack against every target in its spaces.
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., every target in the swarm's space. Hit: 24 (6d6 +3) piercing damage, or 13 (3d6 + 3) piercing damage if the swarm has half of its hit points or fewer. The target also takes 17 (5d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 15 Constitution saving throw reduces poison damage by half and prevents the poisoned condition.
Source tome of Beasts

Deathwisp

Medium undead, neutral evil
Challenge 7 (2,900 XP)

Armor Class: 15
Hit Points: 82 (11d8 + 33)
Speed: 0 ft., fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
6 (-2)
20 (+5)
16 (+3)
18 (+4)
16 (+3)
20 (+5)

Passive Perception: 16
Saving Throws: Dex +8, Con +6, Wis +6
Skills: Perception +6, Stealth +8
Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft.
Languages: the languages it knew in life
Image

Flicker. The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage.
Incorporeal Movement. The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object.
Shadow Jump. A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments.
Sunlight Sensitivity. While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unnatural Aura. Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check.
 

Actions

Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Create Deathwisp. The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time.
Source tome of Beasts

Deep One

Medium humanoid, chaotic evil
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 91 (14d8 + 28)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
14 (+2)
10 (0)
8 (-1)
12 (+1)

Passive Perception: 9
Saving Throws: Str +5, Con +4, Cha +3
Damage Resistances: cold
Damage Vulnerabilities: fire
Senses: darkvision 120 ft.
Languages: Common, Void Speech
Image

Amphibious. A deep one can breathe air or water with equal ease.
Frenzied Rage. On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage.
Lightless Depths. A deep one is immune to the pressure effects of the deep ocean.
Ocean Change. A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30.
 

Actions

Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Source tome of Beasts

Deep One Hybrid Priest

Medium humanoid, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 14 (natural armor)
Hit Points: 120 (16d8 + 48)
Speed: 30 ft., swim 30 ft

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
16 (+3)
12 (+1)
12 (+1)
15 (+2)

Passive Perception: 13
Saving Throws: Con +5, Wis +3, Cha +4
Skills: Athletics +6, Deception +4, Perception +3
Damage Resistances: cold
Damage Vulnerabilities: fire
Senses: darkvision 120 ft.
Languages: Common, Void Speech
Image

Amphibious. A deep one priest can breathe air or water with equal ease.
Frenzied Rage. On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage.
Innate Spellcasting. The deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: sacred flame, shocking grasp
3/day each: inflict wounds, sanctuary, sleep
1/day each: ice storm, shatter
Lightless Depths. A deep one hybrid priest is immune to the pressure effects of the deep ocean.
Ocean Change. A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30.
Voice of the Deeps. A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase.
 

Actions

Claws. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Source tome of Beasts

Deep One Archimandrite

Large humanoid, chaotic evil
Challenge 8 (3,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 153 (18d10 + 54)
Speed: 40 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
17 (+3)
12 (+1)
17 (+3)
19 (+4)

Passive Perception: 16
Saving Throws: Dex +5, Wis +6, Cha +7
Skills: Arcana +4, Perception +6
Damage Resistances: cold, thunder
Damage Vulnerabilities: fire
Senses: darkvision 240 ft.
Languages: Common, Void Speech
Image

Amphibious. A deep one can breathe air or water with equal ease.
Frenzied Rage. On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack.
Innate Spellcasting. The deep one archimandrite's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: bless, revivify, sacred flame, shocking grasp, suggestion
3/day each: charm person, lightning bolt, sanctuary, shatter
1/day each: chain lightning, cone of cold, ice storm
Legendary Resistance (1/Day). If the deep one archimandrite fails a saving throw, it can count it as a success instead.
Lightless Depths. A deep one hybrid priest is immune to the pressure effects of the deep ocean.
Voice of the Archimandrite. With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly.
 

Actions

Multiattack. A deep one archimandrite makes one claw attack and 1 unholy trident attack.
Claw. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Unholy Trident. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.
Source tome of Beasts

Apau Perape

Large fiend (demon), chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 16 (natural armor)
Hit Points: 95 (10d10 + 40)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
18 (+4)
19 (+4)
10 (0)
12 (+1)
15 (+2)

Passive Perception: 14
Saving Throws: Dex +7, Con +7, Wis +4
Skills: Intimidation +5, Perception +4, Stealth +7
Damage Resistances: fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: cold
Damage Immunities: poison
Condition Immunities: frightened, poisoned
Senses: darkvision 120 ft.
Languages: Ape, Infernal, telepathy 120 ft.
Image

Diseased Ichor. Every time the apau perape takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 15 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Innate Spellcasting. The apau perape is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The apau perape can innately cast the following spells, requiring no material components:
1/day each: fear, wall of fire
Magic Resistance. The apau perape has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The apau perape makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Variant: Demon Summoning. Some apau perapes have an action option that allows them to summon other demons.
Summon Demon (1/Day): The apau perape chooses what to summon and attempts a magical summoning
The apau perape has a 50 percent chance of summoning one apau perape or one giant ape.
Source tome of Beasts

Berstuc

Large fiend (demon), chaotic evil
Challenge 11 (7,200 XP)

Armor Class: 18 (natural armor)
Hit Points: 157 (15d10 + 75)
Speed: 40 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
10 (0)
20 (+5)
12 (+1)
14 (+2)
19 (+4)

Passive Perception: 12
Saving Throws: Str +10, Wis +6, Cha +8
Skills: Deception +8, Nature +10, Stealth +4 (+8 in forest terrain), Survival +6
Damage Resistances: acid, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: lightning, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Abyssal, Common, Sylvan; telepathy 120 ft.
Image

False Presence. The berstuc counts as a fey for purposes of spells and magical effects that detect otherworldly creatures. Beasts and plants are comfortable around the berstuc and will not attack it unless ordered to or provoked.
Magic Resistance. The berstuc has advantage on saving throws against spells and other magical effects.
Twisted Path. The berstuc leaves no path through natural terrain and can't be tracked with skill checks or other natural means. Creatures that travel with it can't retrace their own trails, and they become hopelessly lost after 1 hour of travel. Creatures led astray by a berstuc have disadvantage on attempts to discern their location or to navigate for 24 hours.
 

Actions

Multiattack. The berstuc makes three slam attacks and Absorbs once.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16).
Absorb. The berstuc draws a Medium or smaller creature it has grappled into its body. An absorbed creature is no longer grappled but is blinded and restrained, has total cover from attacks and other effects from outside the berstuc, and takes 14 (2d8 + 5) piercing damage plus 27 (5d10) poison damage at the start of each of the berstuc's turns. The berstuc can hold one absorbed creature at a time. If the berstuc takes 20 damage or more on a single turn from a creature inside it, the berstuc must succeed on a DC 17 Constitution saving throw or expel the absorbed creature, which falls prone within 5 feet of the berstuc. If the berstuc dies, an absorbed creature is no longer restrained and can escape from the corpse by using 5 feet of movement, exiting prone.
Source tome of Beasts

Kishi Demon

Medium fiend (demon), chaotic evil
Challenge 8 (3,900 XP)

Armor Class: 18 (natural armor, shield)
Hit Points: 119 (14d8 + 56)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
20 (+5)
19 (+4)
15 (+2)
11 (0)
22 (+6)

Passive Perception: 13
Saving Throws: Dex +8, Con +7, Wis +3
Skills: Deception +9, Perception +3, Performance +9
Damage Resistances: cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Celestial, Common, Draconic, Infernal, telepathy
Image

Two Heads. The demon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Innate Spellcasting. The demon's spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, suggestion
3/day: glibness
1/day: dominate person
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Trophy Shield. If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature's essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against the kishi demon.
Variant: Demon Summoning. Some kishi demons have an action option that allows them to summon other demons.
Summon Demon (1/Day): The kishi demon has a 35 percent chance of summoning one kishi demon
 

Actions

Multiattack. The demon makes one bite attack and three spear attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
Source tome of Beasts

Malakbel

Medium fiend (demon), chaotic evil
Challenge 9 (5,000 XP)

Armor Class: 14 (natural armor)
Hit Points: 102 (12d8 + 48)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
17 (+3)
19 (+4)
13 (+1)
16 (+3)
20 (+5)

Passive Perception: 17
Saving Throws: Dex +7, Wis +7
Skills: Perception +7
Damage Resistances: cold, lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: fire, radiant, poison
Condition Immunities: blinded, poisoned
Senses: truesight 30 ft.
Languages: Abyssal, telepathy 120 ft.
Image

Blistering Radiance. The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap.
Distortion. Ranged attacks against the malakbel have disadvantage.
Magic Resistance. The malakbel has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The malakbel makes two scorching blast attacks.
Scorching Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage.
Searing Flare (Recharge 5-6). The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion.
Teleport. The malakbel magically teleports to an unoccupied space it can see within 100 feet.
Source tome of Beasts

Psoglav Demon

Large fiend (demon), chaotic evil
Challenge 7 (2,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 115 (11d10 + 55)
Speed: 40 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
23 (+6)
20 (+5)
16 (+3)
19 (+4)
18 (+4)

Passive Perception: 16
Saving Throws: Dex +9, Con +8, Wis +7, Cha +7
Skills: Acrobatics +9, Perception +6, Intimidation +7, Stealth +9
Damage Resistances: cold, lightning
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: blindsight 30 ft., darkvision 60 ft.
Languages: Common, Infernal; telepathy 60 ft.
Image

Innate Spellcasting. The psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:
1/day: greater invisibility
Magic Weapon. The psoglav's weapon attacks are magical.
Shadow Door (4/Day). The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet.
 

Actions

Multiattack. The psoglav demon makes three bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5).
Shadow Stealing Ray (Recharge 5-6). The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit.
Source tome of Beasts

Rubezahl

Medium fiend (demon), chaotic evil
Challenge 10 (5,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 110 (17d8 + 34)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
14 (+2)
11 (0)
12 (+1)
18 (+4)

Passive Perception: 15
Saving Throws: Dex +6, Con +6, Wis +5
Skills: Deception +8, Perception +5, Survival +5
Damage Resistances: cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: lightning, thunder, poison
Condition Immunities: poisoned, stunned
Senses: blindsight 10 ft., darkvision 120 ft.
Languages: Abyssal, Common, telepathy 120 ft.
Image

Counting Compulsion. If a creature uses an action to point out an ordered group of objects to the rubezahl, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects ever again.
False Tongue. The rubezahl has advantage on Charisma (Deception) checks, and magical attempts to discern lies always report that the rubezahl's words are true.
Innate Spellcasting. The rubezahl's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: disguise self (humanoid forms only), fog cloud
3/day each: call lightning, gust of wind, lightning bolt
1/day: control weather
Sneak Attack (1/turn). The rubezahl does an extra 10 (3d6) damage if it hits a target with a weapon attack when it had advantage on the attack roll, or if the target is within 5 feet of an ally of the rubezahl that isn't incapacitated and the rubezahl doesn't have disadvantage on the attack roll.
 

Actions

Multiattack. The rubezahl makes one gore attack and two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a target creature must succeed on a DC 15 Strength saving throw or be knocked prone.
Thunderstrike (Recharge 5-6). The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet. All creatures within 20 feet of the target point take 36 (8d8) lightning damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails its saving throw is stunned until the start of the rubezahl's next turn.
Source tome of Beasts

Akyishigal, Demon Lord Of Cockroaches

Large fiend (demon), chaotic evil
Challenge 12 (8,400 XP)

Armor Class: 18 (natural armor)
Hit Points: 138 (12d10 + 72)
Speed: 40 ft., burrow 20 ft., climb 40 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
17 (+3)
22 (+6)
19 (+4)
14 (+2)
24 (+7)

Passive Perception: 16
Saving Throws: Str +9, Dex +7, Con +10, Wis +6, Cha +11
Skills: Acrobatics +11, Athletics +9, Perception +6, Stealth +11
Damage Resistances: acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: cold, lightning, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., truesight 60 ft.
Languages: Abyssal, Common, Draconic, Elvish, Infernal; telepathy 60 ft.
Image

Innate Spellcasting. Akyishigal's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, magic circle, teleport
3/day: dispel magic, insect plague (6th level), shapechange (vermin only)
1/day: contagion (always filth fever)
Magic Resistance. Akyishigal has advantage on saving throws against spells and other magical effects.
Summon Demon (1/Day). Akyishigal can summon a chasme demon. The chasme appears in an unoccupied space within 60 feet of Akyishigal, acts as an ally of Akyishigal, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
 

Actions

Multiattack. Akyishigal makes four claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Cloak of Swarms (Recharge 5-6). Akyishigal can emit a cloud of flying, stinging insects from his mouth, his eyes, and the tears in his skin. This cloud surrounds him to a depth of 5 feet. When the cloak is active, all attacks against him are made with disadvantage, and Akyishigal can see in all directions (through the insects' eyes). Any living creature that starts its turn within 5 feet of Akyishigal takes 11 (2d10) piercing damage plus 10 (3d6) poison damage, or half as much poison damage with a successful DC 17 Constitution saving throw. If the saving throw fails, the character is also poisoned for 1 hour. The swarm lasts for 5 rounds; it dissipates instantly if Akyishigal takes 30 or more damage from a nonweapon attack that he doesn't have resistance to. While poisoned by the Cloak of Swarms, a character emits a stench of decomposition. All uncontrolled vermin attack that character on sight and in preference to other targets.
 

Legendary Actions

Akyishigal can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Akyishigal regains spent legendary actions at the start of its turn.
Teleport. Akyishigal may teleport within line of sight.
Skitter. Akyishigal combines an attack with a move up to 20 feet as if using a withdraw action, and is not subject to attacks of opportunity.
Spellcasting (Costs 2 Actions). Akyishigal casts insect plague from its innate spellcasting ability.
Source tome of Beasts

Spawn Of Akyishigal

Medium fiend (demon), chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 119 (14d8 + 56)
Speed: 30 ft., climb 15 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
13 (+1)
19 (+4)
10 (0)
11 (0)
12 (+1)

Passive Perception: 10
Saving Throws: Dex +4
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Infernal, Spawn of Akyishigal
Image

Command Vermin. Spawn of Akyishigal can command tiny beasts of Intelligence 2 or less within 30 feet that aren't under any magical control. The vermin obey the spawn's commands to the best of their ability, heedless of their own safety.
Swarming Cough (recharge 5-6). The spawn can belch forth a swarm of insects. The swarm is completely under the spawn's control. It remains for 1 minute or until destroyed.
 

Actions

Multiattack. The spawn makes one bite attack and two sting attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 5 (1d10) poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 rounds.
Source tome of Beasts

Alquam, Demon Lord Of Night

Huge fiend (demon), chaotic evil
Challenge 21 (33,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 350 (28d12 + 168)
Speed: 20 ft., fly 100 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
19 (+4)
23 (+6)
16 (+3)
20 (+5)
16 (+3)

Passive Perception: 22
Saving Throws: Dex +11, Con +13, Wis +12
Skills: Deception +10, Perception +12, Stealth +11
Damage Resistances: fire, lightning
Damage Immunities: cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Born of Darkness. Alquam can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed.
Innate Spellcasting. Alquam's innate spellcasting ability is Charisma (save DC 18). It can innately cast the following spells without material components.
At will: darkness, silence
3/day each: fear, invisibility, teleport
1/day: circle of death
Keen Senses. Alquam has advantage on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (3/day). If Alquam fails a saving throw, it can choose to succeed instead.
Magic Resistance. Alquam has advantage on saving throws against spells and other magical effects.
Magic Weapons. Alquam's weapon attacks are magical.
Alquam's Lair. On initiative count 20 (losing initiative ties), Alquam takes a lair action to cause one of the following effects; Alquam can’t use the same effect two rounds in a row:
- Alquam snuffs all light sources within the lair. Spells that create light are dispelled, mundane light sources are extinguished, and magical light sources are suppressed. Even light created by artifacts is reduced to dim light with half its normal radius of illumination. This lasts until initiative count 20 on the following round.
- Haunting, maddening music emanates from a point Alquam can see. Creatures within 50 feet of the origin that can hear the music must make a DC 15 Wisdom saving throw. Those that fail are charmed, incapacitated, and have their speed reduced to 0 until they take damage or until initiative count 20 on the following round.
- Black tendrils writhe around up to three creatures Alquam can see within 100 feet. The creatures must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the following round.
Regional Effects. The region containing Alquam’s lair is warped by the demon lord’s magic, which creates one or more of the following effects:
- Within 1 mile of the lair all light sources except artifacts shed light to only half the usual radius.
- Owls and other nocturnal beasts become enraged and hostile within 5 miles of the lair, attacking intruders individually and in swarms.
- Within 1 mile of the lair, Alquam can cast his senses into any area of dim light or darkness as if using clairvoyance.
If Alquam dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
 

Actions

Multiattack. Alquam makes one bite attack, one wing attack, and one talons attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.
Wing. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
Talons. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage and the target is grappled and restrained (escape DC 17). Alquam can grapple one creature at a time if it is on the ground or two if it is flying. Talons grappling a creature can't attack any other creature.
 

Legendary Actions

Alquam can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alquam regains spent legendary actions at the start of its turn.
Attack. Alquam makes one attack.
Move. Alquam flies half its speed without provoking opportunity attacks.
Shroud (2 actions). Alquam radiates magical darkness in a 30.foot radius. The darkness lasts until the start of Alquam's next turn.
Source tome of Beasts

Camazotz, Demon Lord Of Bats And Fire

Large fiend (demon), chaotic evil
Challenge 22 (41,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 537 (43d10 + 301)
Speed: 30 ft., climb 30 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
22 (+6)
25 (+7)
12 (+1)
22 (+6)
25 (+7)

Passive Perception: 23
Saving Throws: Dex +13, Con +14, Wis +13, Cha +14
Skills: Acrobatics +13, Athletics +17, Deception +14, Insight +13, Intimidation +14, Perception +13
Damage Resistances: acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: cold
Damage Immunities: fire, poison, thunder
Condition Immunities: charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
Senses: blindsight 120 ft., darkvision 40 ft.
Languages: Common, Darakhul, Derro, Draconic, Dwarvish, Infernal, Nurian, Primordial, Void Speech; telepathy 300 ft.
Image

Shapechanger. Camazotz can use his action to polymorph into a form that resembles a giant bat covered in smoldering ashes, or back into his true, winged humanoid form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. Either form turns into a pile of greasy ash if destroyed.
Echolocation. Camazotz can't use his blindsight while deafened.
Keen Hearing. Camazotz has advantage on Wisdom (Perception) checks that rely on hearing.
Gift of Vampirism. Camazotz may choose to raise those slain through Strength loss as vampires. They rise after 1d4 days, permanently dominated by Camazotz until such time as he sees fit to grant them free will. Camazotz may have no more than ten enslaved vampires at any given time.
Heat Mantle. Camazotz is infused with the heart of volcanoes. A creature who strikes Camazotz with a nonreach weapon or with an unarmed strike takes 7 (2d6) fire damage automatically.
Innate Spellcasting. Camazotz' innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: darkness, detect evil and good, dispel magic, plane shift, shapechange, telekinesis, teleport
3/day each: banishment, haste, symbol
1/day: earthquake
Magic Resistance. Camazotz has advantage on saving throws against spells and other magical effects.
Summon Bats (1/Day). Camazotz can summon 4d6 giant bats or 2d6 swarms of bats. The bats appear immediately and serve the demon for up to 1 hour.
Summon Demons (1/Day). Camazotz can summon 2d4 barlgura of a variety native to his cavernous realm: squat and blubbery creatures with clawed batwings for arms and a fly speed of 40 ft.
 

Actions

Multiattack. Camazotz makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 38 (8d6 + 10) piercing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies.
Fire Breath (Recharge 5-6). Camazotz can breathe a 30-foot cone of unholy fire. Any creature caught in the area takes 55 (10d10) damage, half of which is fire, the other half is necrotic, or half as much damage with a successful DC 22 Dexterity saving throw.
 

Legendary Actions

Camazotz can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Camazotz regains spent legendary actions at the start of its turn.
Detect. Camazotz makes a Wisdom (Perception) check.
Wing Attack (Costs 2 Actions). Camazotz beats his wings, extinguishing mundane and magical light sources alike. Each creature within 10 feet must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire damage. Camazotz can then fly up to half his flying speed.
Source tome of Beasts

Skin Bat

Small undead, neutral evil
Challenge 1/2 (100 XP)

Armor Class: 13 (natural armor)
Hit Points: 14 (4d6)
Speed: 10 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
10 (0)
2 (-4)
13 (+1)
6 (-2)

Passive Perception: 13
Skills: Perception +3
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Image

Summon Bat Swarm. The high-frequency cries of a skin bat attract nearby mundane bats. When a skin bat faces danger, 0-3 (1d4-1) swarms of bats arrive within 1d6 rounds. These swarms are not under the skin bat's command, but they tend to reflexively attack whatever the skin bat is fighting.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a successful DC 10 Constitution saving throw or be paralyzed for 1d4 rounds. In addition, the skin bat attaches itself to the target. The skin bat can't bite a different creature while it's attached, and its bite attack automatically hits a creature the skin bat is attached to. Removing a skin bat requires a successful DC 11 Strength check and inflicts 5 (1d4 + 3) slashing damage to the creature the bat is being removed from. A successful save renders the target immune to skin bat poison for 24 hours.
Source tome of Beasts

Mechuiti, Demon Lord Of Apes

Gargantuan fiend (demon), chaotic evil
Challenge 27 (105,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 370 (20d20 + 160)
Speed: 60 ft., climb 60 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
19 (+4)
27 (+8)
18 (+4)
18 (+4)
22 (+6)

Passive Perception: 22
Saving Throws: Str +17, Dex + 12, Wis +12
Skills: Arcana +12, Insight +12, Intimidate +14, Perception +12, Religion +12
Damage Vulnerabilities: cold
Damage Immunities: acid, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, frightened, poisoned, stunned
Senses: truesight 120 ft.
Languages: Celestial, Common, Draconic, Infernal, Primordial, telepathy 300 ft.
Image

Legendary Resistance (4/Day). If Mechuiti fails a saving throw, it can choose to succeed instead.
Magic Resistance. Mechuiti has advantage on saving throws against spells and other magical effects.
Magic Weapons. Mechuiti's weapon attacks are magical.
Diseased Ichor. Every time Mechuiti takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 24 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must make a successful DC 24 Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Innate Spellcasting. Mechuiti's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Mechuiti can innately cast the following spells, requiring no material components:
At will: dispel magic, fireball, hold monster, wall of fire
3/day each: fire storm, power word stun
1/day each: meteor swarm, power word kill
Speak with Apes. Mechuiti can communicate simple concepts to apes.
Mechuiti's Lair. On initiative count 20 (losing initiative ties), Mechuiti takes a lair action to cause one of the following effects. Mechuiti can’t use the same effect two rounds in a row.
- Mechuiti targets one creature it can see within 120 feet of it, and a fissure full of lava opens under the target’s feet. The target must succeed on a DC 20 Dexterity saving throw or take 28 (8d6) fire damage.
- The whole volcano trembles and shakes. Each creature on a solid surface other than a demon must succeed on a DC 20 Dexterity saving throw or be knocked prone. All ground in the volcano becomes difficult terrain for creatures other than a demon until initiative count 20 on the next round.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Mechuiti can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is incapacitated.
- The pain of all creatures other than demons within 120 feet of Mechuiti is intensified. Until initiative count 20 on the next round, every time a creature affected this way takes damage, he must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.
Regional Effects. The region containing Mechuiti’s lair is warped by its presence, which creates one or more of the following effects.
- Mechuiti can make the volcano erupt at will. A cloud of hot ashes and smoke covers a 6 mile area around the volcano, and magma flows from the volcano’s cone.
- When intelligent creatures within 6 miles sleep, they dream with Mechuiti. Unless they make a successful DC 15 Wisdom saving throw, they are compelled to seek out and join Mechuiti’s cult.
- Water within 1 mile of the lair carries Mechuiti’s Ichor disease. Any creature that drinks the water must make a successful DC 15 Constitution saving throw against disease or be infected. An infected creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw. On a failure, its hit point maximum is reduced by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.
When Mechuiti dies, all these regional effects fade immediately.
 

Actions

Multiattack. Mechuiti uses its Frightful Presence and makes one bite attack and two with claw attacks.
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 5 (1d10) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If Mechuiti scores a critical hit, it rolls damage dice three times instead of twice.
Immolating Breath (Recharge 5-6). Mechuiti exhales fire and acid in a 60-foot cone. Each creature in that cone takes 21 (6d6) fire damage plus 21 (6d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw.
Immolating Corona. Mechuiti's fiery crown explodes into a burst of yellow-green flames. All creatures within 30 feet of Mechuiti take 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within 5 feet.
Frightful Presence. Each creature of Mechuiti's choice that is within 120 feet of Mechuiti and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Mechuiti's Frightful Presence for the next 24 hours.
 

Legendary Actions

Mechuiti can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mechuiti regains spent legendary actions at the start of its turn.
Move. Mechuiti moves up to half its speed, using any move it wishes.
Burn from Inside. Mechuiti targets a creature within 120 feet that has Mechuiti's Ichor disease. The creature takes 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Constitution saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within reach.
Spell (Costs 2 Actions). Mechuiti casts a spell.
Fiery Corona (Costs 2 Actions). Mechuiti uses Immolating Corona.
Source tome of Beasts

Qorgeth, Demon Lord Of The Devouring Worm

Gargantuan fiend (demon), chaotic evil
Challenge 23 (50,000 XP)

Armor Class: 21 (natural armor)
Hit Points: 370 (20d20 + 160)
Speed: 50 ft., burrow 50 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
6 (-2)
26 (+8)
9 (-1)
19 (+4)
18 (+4)

Passive Perception: 21
Saving Throws: Dex +5, Con +15, Wis +11, Cha +11
Skills: Perception +11
Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: blinded, charmed, exhaustion, frightened, poisoned
Senses: blindsight 120 ft., tremorsense 120 ft.
Languages: all, telepathy 120 ft.
Image

Innate Spellcasting. Qorgeth's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material or somatic components.
At will: detect magic, black tentacles
3/day each: dispel magic, fear, insect plague (biting worms)
1/day each: earthquake, teleport
Legendary Resistance (3/Day). If Qorgeth fails a saving throw, it can choose to succeed instead.
Tunneler. Qorgeth can burrow through solid stone at its full speed. It leaves a 15-foot-diameter tunnel in its wake.
Magic Resistance. Qorgeth has advantage on saving throws against spells and other magical effects.
Magic Weapons. Qorgeth's weapon attacks are magical.
Qorgeth's Lair. On initiative count 20 (losing initiative ties), Qorgeth takes a lair action to cause one of the following effects; Qorgeth can’t use the same effect two rounds in a row:
- Until initiative count 20 on the following round, Qorgeth twists space through the tunnels of its lair. Any creature other than a demon that tries to move must succeed on a DC 15 Charisma saving throw or move half its speed in a random direction before getting its bearings; it can then finish moving as it wants.
- A section of ceiling in the lair collapses, raining debris onto a 20-foot-radius area. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be restrained until the end of its next turn.
- Thick tangles of demonic worms erupt in the space of up to three creatures Qorgeth can see within 60 feet. Each targeted creature is attacked once by the worms (Melee Weapon Attack: +7 to hit, reach 0 ft., one target; Hit: 14 (4d6) piercing).
Regional Effects. The region containing Qorgeth’s lair is warped by the demon lord’s magic, which creates one or more of the following effects:
- Tunnels within 5 miles of the lair attract all manner of worms and vermin, including purple worms. These creatures are ravenous and violent.
- Within 1 mile of the lair, food rots and spontaneously erupts with maggots. One day worth of food carried by creatures spoils every 24 hours it remains in the area. It is impossible to forage for food in this area.
- Dead bodies within 1 mile of the lair decay quickly. Any corpse is reduced to bones in 24 hours. Magic that prevents decay staves off this decomposition normally. Anointing the body with holy water prevents decomposition for one day but no longer.
If Qorgeth dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
 

Actions

Multiattack. Qorgeth makes one bite attack, two crush attacks, and one stinger attack.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) piercing damage. A target creature of Large size or smaller must succeed on a DC 24 Dexterity saving throw or be swallowed by Qorgeth. A swallowed creature is blinded and restrained, and takes 16 (3d10) necrotic damage at the start of each of Qorgeth's turns. Qorgeth can have any number of creatures swallowed at one time. If Qorgeth takes 50 damage or more in a single turn from a creature it has swallowed, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, who land prone within 10 feet of Qorgeth. If Qorgeth dies, a swallowed creature is no longer restrained, and can escape the corpse by spending 30 feet of movement, exiting prone.
Crush. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. A target creature is also grappled and restrained (escape DC 19) until Qorgeth moves. Qorgeth can grapple up to two creatures at once; at least one of Qorgeth's crush attacks must be directed against each creature it has grappled.
Stinger. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) piercing damage, and the target takes 33 (6d10) poison damage and is poisoned for 1 hour; a successful DC 23 Constitution saving throw reduces poison damage by half and negates the poisoned condition. A creature that fails the save by 10 or more is also paralyzed for as long as the poisoned condition lasts.
 

Legendary Actions

Qorgeth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Qorgeth regains spent legendary actions at the start of its turn.
Shriek. All creatures within a 60-foot cone that can hear Qorgeth must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Death Roll (2 actions). Qorgeth moves half its speed and makes one Crush attack. Any structures or objects in spaces Qorgeth moves through take double Crush damage automatically.
Devour (3 actions). Qorgeth makes one bite attack.
Source tome of Beasts

Derro Fetal Savant

Tiny humanoid, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 15 (cage)
Hit Points: 2 (4d4 - 8)
Speed: 5 ft. (0 in cage)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
1 (-5)
6 (-2)
6 (-2)
12 (+1)
20 (+5)

Passive Perception: 13
Saving Throws: Wis +3, Cha +7
Skills: Perception +3
Damage Immunities: psychic
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Languages: -
Image

Enchanted Cage. The iron cage that holds the fetal savant provides cover for the creature. The cage (AC 19, 10 hp) is considered an equipped object when borne by a derro and cannot be attacked directly. In addition, the cage protects the occupant from up to 20 spell levels of spells 4th level or lower but provides no protection to those outside of the cage. Spells of level 5 or higher take full, normal effect against the cage and its occupant. Once the cage protects against 20 or more spell levels it is rendered non-magical. If exposed to direct sunlight for over one hour of cumulative time it is destroyed.
Madness. A derro fetal savant's particular madness grants it immunity to psychic effects. It cannot be restored to sanity by any means short of a wish spell or comparable magic. A derro fetal savant brought to sanity gains 4 points of Wisdom and loses 6 points of Charisma.
Vulnerability to Sunlight. A derro fetal savant takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1/day spent underground or otherwise sheltered from the sun.
 

Actions

Babble. The sight of potential host bodies so excites the fetal savant that it babbles and giggles madly and childishly, creating an insanity effect. All sane creatures that start their turns within 60 feet of the fetal savant must succeed on a DC 13 Charisma saving throw or be affected by confusion (as the spell) for 1d4 rounds. This is a psychic effect. Creatures that successfully save cannot be affected by the same fetal savant's babbling for 24 hours. This action cannot be taken when the fetal savant is using Soul Exchange.
Soul Exchange. As an action, the fetal savant can attempt to take control of a creature it can see within 90 feet, forcing an exchange of souls as a magic jar spell, using its own body as the container. The fetal savant can use this power at will, but it can exchange souls with only one other creature at a time. The victim resists the attack with a successful DC 13 Charisma saving throw. A creature that successfully saves is immune to the same fetal savant's soul exchange for 24 hours. If the saving throw fails, the fetal savant takes control of the target's body and ferociously attacks nearby opponents, eyes blazing with otherworldly light. As an action, the fetal savant can shift from its host body back to its own, if it is within range, returning the victim's soul to its own body. If the host body or fetal savant is brought to 0 hit points within 90 feet of each other, the two souls return to their original bodies and the creature at 0 hit points is dying; it must make death saving throws until it dies, stabilizes, or regains hit points, as usual. If the host body or fetal savant is slain while they are more than 90 feet apart, their souls cannot return to their bodies and they are both slain. While trapped in the fetal savant's withered body, the victim is effectively paralyzed and helpless.
Source tome of Beasts

Derro Shadow Antipaladin

Small humanoid (derro), chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 18 (breastplate and shield)
Hit Points: 82 (11d6 + 44)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
18 (+4)
18 (+4)
11 (0)
5 (-3)
14 (+2)

Passive Perception: 10
Saving Throws: Str +3, Wis +0, Cha +5
Skills: Perception +0, Stealth +7
Senses: darkvision 120 ft.
Languages: Derro, Undercommon
Image

Evasive. Against effects that allow a Dexterity saving throw for half damage, the derro takes no damage on a successful save, and only half damage on a failed one.
Insanity. The derro has advantage on saving throws against being charmed or frightened.
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Shadowstrike. The derro's weapon attacks deal 9 (2d8) necrotic damage (included in its Actions list).
Spellcasting. The derro is a 5th level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The derro has the following paladin spells prepared:
1st level (4 slots): hellish rebuke, inflict wounds, shield of faith, wrathful smite
2nd level (2 slots): aid, crown of madness, darkness, magic weapon
Sunlight Sensitivity. While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The derro makes two scimitar attacks or two heavy crossbow attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target, Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage.
Infectious Insanity (Recharge 5-6). The derro chooses a creature it can see within 30 feet and magically assaults its mind. The creature must succeed on a DC 13 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself on a success.
Source tome of Beasts

Arbeyach

Large fiend (devil), lawful evil
Challenge 21 (33,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 275 (22d10 + 154)
Speed: 40 ft., burrow 20 ft., climb 40 ft., fly 80 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
22 (+6)
20 (+5)
25 (+7)
19 (+4)
21 (+5)
25 (+7)

Passive Perception: 22
Saving Throws: Dex +12, Con +14, Wis +12, Cha +14
Skills: Deception +14, Insight +12, Perception +12, Stealth +12
Damage Resistances: acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: charmed, frightened, poisoned, stunned
Senses: truesight 120 ft.
Languages: Celestial, Common, Draconic, Infernal, telepathy 120 ft.
Image

Legendary Resistance (3/Day). If Arbeyach fails a saving throw, it can choose to succeed instead.
Magic Resistance. Arbeyach has advantage on saving throws against spells and other magical effects.
Magic Weapons. Arbeyach's weapon attacks are magical.
Innate Spellcasting. Arbeyach's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components:
At will: poison spray
3/day each: fog cloud, stinking cloud
1/day each: cloudkill, contagion, insect plague
Fear Aura. Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arbeyach's Fear Aura for the next 24 hours.
Aura of Virulence. Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition.
Swarm Prince. Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach's orders and will never harm the devil.
 

Actions

Multiattack. Arbeyach makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage.
Vermin Breath (Recharge 5-6). Arbeyach exhales vermin in a 120-foot line that's 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time.
 

Legendary Actions

Arbeyach can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Arbeyach regains spent legendary actions at the start of its turn.
Move. Arbeyach moves up to half its speed, using any movement mode it wishes.
Poison. Arbeyach targets a creature within 120 feet. If the target isn't poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spell (Costs 2 Actions). Arbeyach casts a spell.
Source tome of Beasts

Spawn Of Arbeyach

Medium fiend (devil), lawful evil
Challenge 5 (1,800 XP)

Armor Class: 17 (natural armor)
Hit Points: 78 (12d8 + 24)
Speed: 40 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
15 (+2)
10 (0)
13 (+1)
12 (+1)

Passive Perception: 14
Saving Throws: Wis +4
Skills: Perception +4, Stealth +5
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., tremorsense 60 ft.
Languages: Infernal
Image

Hive Mind. Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates' perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are.
Innate Spellcasting. The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet.
 

Actions

Multiattack. A Spawn of Arbeyach makes one bite attack and two stinger attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source tome of Beasts

Ia'affrat

Large swarm of Tiny elementals, lawful evil
Challenge 15 (13,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 170 (20d10 + 60)
Speed: 5 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
3 (-4)
21 (+5)
16 (+3)
20 (+5)
18 (+4)
23 (+6)

Passive Perception: 19
Saving Throws: Dex +10, Con +8, Wis +9, Cha +11
Skills: Arcana +10, Deception +11, Insight +9, Perception +9, Persuasion +11
Damage Vulnerabilities: cold
Damage Immunities: fire, poison; bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned
Senses: blindsight 10 ft., darkvision 120 ft.
Languages: Common, Draconic, Infernal, Primordial
Image

Elemental Swarm. Ia'Affrat can occupy another creature's space
and vice versa, and the swarm can move through any opening
large enough for a Tiny insect.
Magic Resistance. Ia'Affrat has advantage on saving throws against spells and other magical effects
Innate Spellcasting. Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components:
At will: fire bolt, poison spray
3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness
1/day each: bestow curse, contagion, harm, insect plague, fireball
Inhabit. Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host.
Smoke Shroud. Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn.
 

Actions

Bites. Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Smoke Jump. Ia'Affrat can travel instantly to a space in sight where there's smoke.
Whirlwind (Recharge 4-6). Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Source tome of Beasts

Mammon

Huge fiend (devil), lawful evil
Challenge 25 (75,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 378 (28d12 + 196)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
13 (+1)
24 (+7)
23 (+6)
21 (+5)
26 (+8)

Passive Perception: 23
Saving Throws: Dex +9, Int +14, Wis +13, Cha +16
Skills: Deception +16, Insight +13, Perception +13, Persuasion +16
Damage Resistances: cold
Damage Immunities: fire, poison; bludgeoning, piercing, and slashing from weapons that aren't silvered
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft.
Languages: all, telepathy 120 ft.
Image

Innate Spellcasting. Mammon's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: charm person, detect magic, dispel magic, fabricate (Mammon can create valuable objects), heat metal, magic aura
3/day each: animate objects, counterspell, creation, instant summons, legend lore, teleport
1/day each: imprisonment (minimus containment only, inside gems), sunburst
Legendary Resistance (3/day). If Mammon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Mammon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Mammon's weapon attacks are magical.
Mammon's Lair. On initiative count 20 (losing initiative ties), Mammon takes a lair action to cause one of the following effects; Mammon can’t use the same effect two rounds in a row:
- Mammon infuses a pile of treasure in his lair with life. It becomes an earth elemental made of precious metals and gems. The elemental acts immediately and lasts until destroyed or until Mammon uses this action again.
- Stacked piles of treasure shift and slide, collapsing onto a creature Mammon can see. The creature is restrained until initiative count 20 on the following round, or until it or an adjacent ally uses an action to make a successful DC 18 Strength check to free it.
- Mammon magically teleports from one area of treasure to another within 150 feet.
Regional Effects. The region containing Mammon’s lair is warped by the archdevil’s magic, which creates one or more of the following effects:
- Treasure in the possession of creatures other than Mammon turns to worthless materials such as lead, wood, or gravel, after spending 24 hours within 1 mile of the lair. The resulting junk resumes its valuable form when Mammon claims it, or by means of a wish spell or comparable magic.
- Creatures that spend more than 1 hour within 1 mile of Mammon’s lair become obsessed with gaining the most generous payment or portion of wealth in any dealing unless they succeed on a DC 18 Wisdom saving throw. A creature that saves successfully is immune to this effect for 24 hours. The effect can be removed by a greater restoration spell or comparable magic.
- Any naturally occurring treasure in Mammon’s home plane reverts to worthless junk if removed from the plane. Similarly, any mundane item left behind transforms into something fantastically valuable, as long as it remains on the plane.
If Mammon dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
 

Actions

Multiattack. Mammon makes three attacks.
Purse. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage
Molten Coins. Ranged Weapon Attack: +14 to hit, range 40/120 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 18 (4d8) fire damage.
Your Weight In Gold (Recharge 5-6). Mammon can use this ability as a bonus action immediately after hitting a creature with his purse attack. The creature must make a DC 24 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified by being turned to solid gold. Otherwise, a creature that fails the saving throw is restrained. A restrained creature repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature receives a greater restoration spell or comparable magic.
 

Legendary Actions

Mammon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mammon regains spent legendary actions at the start of his turn.
Attack. Mammon makes one purse or molten coins attack.
Make It Rain!. Mammon casts gold and jewels into a 5-foot radius within 60 feet. One creature within 60 feet of the treasure that can see it must make a DC 24 Wisdom saving throw. On a failure, the creature must use its reaction to move its speed toward the trinkets, which vanish at the end of the turn.
Deep Pockets (3 actions). Mammon recharges his Your Weight In Gold ability.
Source tome of Beasts

Totivillus, Scribe Of Hell

Medium fiend (devil), lawful evil
Challenge 24 (62,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 299 (26d8 + 182)
Speed: 40 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
24 (+7)
26 (+8)
22 (+6)
18 (+4)

Passive Perception: 23
Saving Throws: Dex +11, Con +14, Int +15, Wis +13, Cha +11
Skills: Arcana +15, History +15, Investigation +15, Perception +13, Religion +15
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: truesight 30 ft., darkvision 60 ft.
Languages: Common, Celestial, Draconic, Infernal, Void Speech; telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Fear Aura. Any creature hostile to Totivillus that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless Totivillus is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, it is immune to the devil's Fear Aura for the next 24 hours.
Spellcasting. Totivillus is a 20th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 23, +15 to hit with spell attacks). He requires no material components to cast his spells. Totivillus has the following wizard spells prepared:
Cantrips (at will): chill touch, light, minor illusion, poison spray, prestidigitation
1st level (4 slots): comprehend languages, disguise self, illusory script, magic missile, unseen servant
2nd level (3 slots): blindness/deafness, hold person, mirror image, misty step
3rd level (3 slots): counterspell, dispel magic, haste, protection from energy
4th level (3 slots): banishment, dimension door, greater invisibility, polymorph
5th level (3 slots): dominate person, geas, modify memory, passwall
6th level (2 slots): eyebite, guards and wards, mass suggestion
7th level (2 slots): forcecage, plane shift
8th level (1 slot): feeblemind
9th level (1 slot): time stop
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Magic Weapons. Totivillus's weapon attacks are magical.
Meld with Text. Totivillus can enter any book, scroll, or other written material and remain hidden there as long as he wishes. If the text is damaged or destroyed, he is ejected from it without suffering damage.
Trust Aura. Totivillus projects a 25-foot-radius trust aura. As long as Totivillus is talking, creatures in that area find his utterances so fascinating and compelling that they must make a DC 23 Wisdom saving throw at the start of each of their turns; if the saving throw fails, they can't attack Totivillus directly until the start of their next turn. This effect ends immediately and can't be renewed for 1 minute if Totivillus attacks physically. Devils are not immune to this aura.
 

Actions

Multiattack. Totivillus makes two claw attacks.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) slashing damage.
Hellfire Bolt (Recharge 5-6). Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage plus 33 (6d10) thunder damage; a successful DC 20 Dexterity saving throw halves thunder damage.
 

Legendary Actions

Totivillus can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. Totivillus regains spent legendary actions at the start of its turn.
Claw Attack. Totivillus makes one claw attack.
Devil's Mark. Totivillus sprays magical ink from his fingertips at a single target within 30 feet. The target must make a successful DC 23 Dexterity saving throw or receive a devil's mark: a tattoo in the shape of Totivillus's personal seal. All devils have advantage on spell attacks made against the devil.marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed by remove curse if the caster also makes a successful DC 23 spellcasting check. The mark reveals itself as desecrated to detect evil and good. It often shifts its position on the body, especially when it's concealed (and usually at the most inconvenient moment). Because such marks are sometimes placed on those who've made pacts with devils, NPC paladins and clerics might assume that any character bearing a devil's mark is in league with evil forces.
Cast a Spell (Costs 3 Actions). Totivillus casts a spell from its list of prepared spells, using a spell slot as normal.
Source tome of Beasts

Automata Devil

Large fiend (devil), lawful evil
Challenge 10 (5,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 168 (16d10 + 80)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
17 (+3)
20 (+5)
11 (0)
14 (+2)
19 (+4)

Passive Perception: 12
Saving Throws: Str +11, Dex +7, Con +9, Wis +6, Cha +8
Skills: Athletics +11, Intimidation +8
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Languages: Common, Infernal; telepathy 100 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The automata devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The automata devils' spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: charm person, suggestion, teleport
1/day each: banishing smite, cloudkill
 

Actions

Multiattack. The automata devil makes two melee attacks, using any combination of bite, claw, and whip attacks. The bite attack can be used only once per turn.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Whip. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage and the target is grappled (escape DC 17) and restrained. Only two targets can be grappled by the automata devil at one time, and each grappled target prevents one whip from being used to attack. An individual target can be grappled by only one whip at a time. A grappled target takes 9 (2d8) piercing damage at the start of its turn.
Punishing Maw. If a target is already grappled in a whip at the start of the automata devil's turn, both creatures make opposed Strength (Athletics) checks. If the grappled creature wins, it takes 9 (2d8) piercing damage and remains grappled. If the devil wins, the grappled creature is dragged into the devil's stomach maw, a mass of churning gears, razor teeth, and whirling blades. The creature takes 49 (4d20 + 7) slashing damage and is grappled, and the whip is free to attack again on the devil's next turn. The creature takes another 49 (4d20 +7) slashing damage automatically at the start of each of the automata devil's turns for as long as it remains grappled in the maw. Only one creature can be grappled in the punishing maw at a time. The automata devil can freely "spit out" a creature or corpse during its turn, to free up the maw for another victim.
Fear Aura. Automata devils radiate fear in a 10-foot radius. A creature that starts its turn in the affected area must make a successful DC 16 Wisdom saving throw or become frightened. A creature that makes the save successfully cannot be affected by the same automata devil's fear aura again.
Source tome of Beasts

Chort Devil

Medium fiend (devil), lawful evil
Challenge 12 (8,400 XP)

Armor Class: 18 (natural armor)
Hit Points: 187 (15d8 + 120)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
20 (+5)
26 (+8)
18 (+4)
20 (+5)
20 (+5)

Passive Perception: 19
Saving Throws: Str +11, Dex +9, Con +12, Int +8, Cha +9
Skills: Athletics +11, Deception +9, Insight +9, Perception +9
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: cold, fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:
At will: blur, magic circle, teleportation
3/day: scorching ray (5 rays)
1/day each: dispel magic, dominate person, flame strike, haste
 

Actions

Multiattack. The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.
Flaming Ranseur. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.
Devilish Weapons. Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage.
Source tome of Beasts

Crystalline Devil

Medium fiend (devil), lawful evil
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 102 (12d8 + 48)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
18 (+4)
14 (+2)
13 (+1)
15 (+2)

Passive Perception: 11
Saving Throws: Wis +4, Cha +5
Skills: Deception +8, Insight +4
Damage Resistances: acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Celestial, Common, Infernal, telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The crystalline devil has advantage on saving throws against spells and other magical effects.
Sneak Attack (1/Turn). The crystalline devil deals an extra 7 (2d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the devil that isn't incapacitated and the devil doesn't have disadvantage on the attack roll.
Innate Spellcasting. While in the form of a gemstone, the devil is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:
2/day: command
1/day: suggestion
Variant: Devil Summoning. Some crystalline devils have an action option that allows them to summon other devils.
Summon Devil (1/Day): The crystalline devil has a 25 percent chance of summoning one crystalline devil
 

Actions

Multiattack. The devil makes two claw attacks.
Betraying Carbuncle. The crystalline devil takes the form of a gemstone worth 500 gp. It radiates magic in this form, but it can't be destroyed. It is fully aware and can see and hear its surroundings. Reverting to its usual form requires another action.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Crystalline Spray (Recharge 5-6). The crystalline devil magically sprays shards of crystal in a 15-foot cone. Each target in that area takes 17 (7d4) piercing damage, or half damage with a successful DC 15 Dexterity saving throw.
Source tome of Beasts

Gilded Devil

Medium fiend (devil), lawful evil
Challenge 7 (2,900 XP)

Armor Class: 16 (coin mail)
Hit Points: 112 (15d8 + 45)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
17 (+3)
15 (+2)
18 (+4)
17 (+3)

Passive Perception: 14
Saving Throws: Str +6, Con +6, Wis +7, Cha +6
Skills: Deception +9, History +5, Insight +10, Persuasion +9, Sleight of Hand +8
Damage Resistances: cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Languages: Celestial, Common, Draconic, Infernal; telepathy (120 ft.)
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Liar's Largesse. A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil's abilities and a further -10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Magic Weapons. The gilded devil's weapon attacks are magical.
Innate Spellcasting. The gilded devil's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components:
At will: detect thoughts, major image, suggestion
3/day each: dominate person, polymorph, scorching ray (4 rays), scrying
1/day: teleport (self plus 50 lb of objects only)
 

Actions

Multiattack. The gilded devil makes two heavy flail attacks.
Heavy Flail (Scourge of Avarice). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Betrayal of Riches (Recharge 5-6). As a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted.
An item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp.
Arms: STR Save or Melee Damage halved until a short rest
Hand: STR Save or Drop any held item
Eyes: DEX Save or Permanetly blinded
Head: DEX Save Disadvantage on INT checks until long rest
Feet: DEX Save or Speed halved for 24 hours
Neck: CON Save or Stunned, unable to breathe for 1 round
Other: No additional effects
Scorn Base Metals. A gilded devil's attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects.
Scourge of Avarice. As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil's grasp, or upon the gilded devil's death.
Voracious Greed. As an action, a gilded devil can consume nonmagical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed.
Source tome of Beasts

Ink Devil

Small fiend (devil), lawful evil
Challenge 2 (450 XP)

Armor Class: 14
Hit Points: 54 (12d6 + 12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
18 (+4)
12 (+1)
20 (+5)
8 (-1)
18 (+4)

Passive Perception: 9
Saving Throws: Dex +6
Skills: Arcana +9, Deception +8, History +9, Stealth +8
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Celestial, Common, Draconic, Infernal; telepathy (120 ft.)
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The ink devil's spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components:
At will: detect magic, illusory script, invisibility, teleportation (self plus 50 lb of objects only)
1/day each: glyph of warding, planar ally (1d4 + 1 lemures 40 percent, or 1 ink devil 25 percent)
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 11 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 14 (3d6 + 4) slashing damage.
Disrupt Concentration. Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. As a bonus action, an ink devil can force a single foe within 30 feet of the ink devil to make a DC 13 Wisdom saving throw or lose concentration until the beginning of the target's next turn.
Corrupt Scroll. An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 13 Intelligence saving throw to use successfully. If the check fails, the scroll's spell affects the caster if it is an offensive spell, or it affects the nearest devil if it is a beneficial spell.
Devil's Mark. Ink devils can flick ink from their fingertips at a single target within 15 feet of the devil. The target must succeed on a Dexterity saving throw (DC 13), or the affected creature gains a devil's mark.a black, red, or purple tattoo in the shape of an archduke's personal seal (most often Mammon or Totivillus but sometimes Arbeyach, Asmodeus, Beelzebub, Dispater, or others). All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed only by a remove curse spell or comparable magic. In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and some clerics may consider such a mark proof that a creature has made a pact with a devil.
Source tome of Beasts

Koralk (Harvester Devil)

Large fiend (devil), lawful evil
Challenge 11 (7,200 XP)

Armor Class: 15 (natural armor)
Hit Points: 136 (16d10 + 48)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
17 (+3)
10 (0)
11 (0)
13 (+1)

Passive Perception: 10
Saving Throws: Con +7, Wis +4, Cha +5
Damage Resistances: cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Infernal, telepathy 120 ft.
Image

Devil's Sight. Magical darkness does not impair the koralk's darkvision.
Magic Resistance. The koralk has advantage on saving throws against spells and other magical effects.
Steadfast. The koralk cannot be frightened while it can see an allied creature within 30 feet of it
 

Actions

Multiattack. The koralk can make three stinger attacks and two scythe attacks. It can also make a bite attack if it has a target grappled.
Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) slashing damage, OR a Medium.sized or smaller target can be grappled by the koralk's smaller, vestigial arms instead (no damage, escape DC 13).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 19 (3d10 + 3) piercing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must make a successful DC 15 Constitution saving throw or become poisoned. While poisoned this way, the target takes 10 (3d6) poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk's poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration, protection from poison, or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic.
Source tome of Beasts

Lunar Devil

Large fiend (devil), lawful evil
Challenge 8 (3,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 94 (9d10 + 45)
Speed: 40 ft., fly 60 ft. (hover), lightwalking 80 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
21 (+5)
20 (+5)
16 (+3)
15 (+2)
18 (+4)

Passive Perception: 15
Saving Throws: Str +8, Dex +8, Con +8, Wis +5
Skills: Perception +5
Damage Resistances: cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Innate Spellcasting. The devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: fly, major image, planar binding
3/day: greater invisibility
1/day: wall of ice
Light Incorporeality. The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead.
Lightwalking. Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Variant: Devil Summoning. Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil.
 

Actions

Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Hurl Moonlight. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds.
Source tome of Beasts

Orobas Devil

Large fiend (devil), lawful evil
Challenge 14 (11,500 XP)

Armor Class: 19 (natural armor)
Hit Points: 261 (14d10 + 126)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
14 (+2)
28 (+9)
23 (+6)
26 (+8)
21 (+5)

Passive Perception: 23
Saving Throws: Str +13, Dex +7, Con +14, Wis +13
Skills: Deception +10, History +11, Insight +13, Perception +13, Persuasion +10
Damage Resistances: acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: truesight 90 ft.
Languages: Celestial, Darakhul, Draconic, Giant, Infernal, Undercommon, Void Speech; telepathy 100 ft.
Image

Knowing (3/day). An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check.
Magic Resistance. The orobas has advantage on saving throws against spells and other magical effects.
Magic Weapons. The orobas's weapon attacks are magical.
Sage Advice. An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination.
Innate Spellcasting. The orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Constant: detect evil and good
At will: augury, protection from evil and good, teleport (self plus 50 lb of objects only)
5/day each: bestow curse, fireball, scorching ray
3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire
1/day each: eyebite, find the path, foresight
 

Actions

Multiattack. The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Flail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.
Source tome of Beasts

Salt Devil

Medium fiend (devil), lawful evil
Challenge 6 (2,300 XP)

Armor Class: 13 (natural armor)
Hit Points: 93 (11d8 + 44)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
18 (+4)
13 (+1)
14 (+2)
15 (+2)

Passive Perception: 15
Saving Throws: Dex +4, Con +7, Cha +5
Skills: Perception +5, Stealth +4
Damage Resistances: acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Celestial, Common, Gnoll, Infernal, telepathy 120 ft.
Image

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:
At will: darkness
1/day each: harm, teleport
Variant: Devil Summoning. Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil
 

Actions

Multiattack. The devil makes two scimitar attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion.
Source tome of Beasts

Mbielu

Huge beast, unaligned
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 95 (10d12 + 30)
Speed: 30 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
16 (+3)
2 (-4)
12 (+1)
6 (-2)

Passive Perception: 13
Skills: Perception +3
Languages: -
Image

Toxic Skin. A creature that touches the mbielu or hits it with a melee attack exposes itself to the mbielu's poisonous skin. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature also suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws.
 

Actions

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
 

Reactions

Rollover. If the mbielu is grappled by a Large creature, it rolls on top of the grappler and crushes it. The mbielu automatically escapes from the grapple and the grappler takes 20 (3d10 + 4) bludgeoning damage.
Source tome of Beasts

Ngobou

Large beast, unaligned
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 85 (10d10 + 30)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
9 (-1)
16 (+3)
2 (-4)
9 (-1)
6 (-2)

Passive Perception: 15
Skills: Perception +5
Languages: -
Image

Trampling Charge. If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action.
Elephants' Bane. The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours.
Spikes. A creature that grapples an ngobou takes 9 (2d8) piercing damage.
 

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage.
Source tome of Beasts

Spinosaurus

Gargantuan beast, unaligned
Challenge 13 (10,000 XP)

Armor Class: 15 (natural armor)
Hit Points: 231 (14d20 + 84)
Speed: 60 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
9 (-1)
22 (+6)
2 (-4)
11 (0)
10 (0)

Passive Perception: 15
Skills: Perception +5
Languages: -
Image

Tamed. The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid.
Siege Monster. The spinosaurus deals double damage to objects and structures.
 

Actions

Multiattack. The spinosaurus makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus' Frightful Presence for the next 24 hours.
 

Legendary Actions

The spinosaurus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spinosaurus regains spent legendary actions at the start of its turn.
Move. The spinosaurus moves up to half its speed.
Roar. The spinosaurus uses Frightful Presence.
Tail Attack (Costs 2 Actions). The spinosaurus makes one tail attack.
Source tome of Beasts

Young Spinosaurus

Huge beast, unaligned
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 105 (10d12 + 40)
Speed: 50 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
11 (0)
19 (+4)
2 (-4)
11 (0)
8 (-1)

Passive Perception: 13
Skills: Perception +3
Languages: -
Image

Tamed. The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid.
 

Actions

Multiattack. The spinosaurus makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Source tome of Beasts

Dipsa

Tiny ooze, unaligned
Challenge 1/4 (50 XP)

Armor Class: 15
Hit Points: 27 (6d4 + 12)
Speed: 20 ft., climb 20 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
17 (+3)
14 (+2)
1 (-5)
6 (-2)
1 (-5)

Passive Perception: 8
Skills: Stealth +7
Damage Resistances: acid
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: -
Image

Swamp Stealth. The dipsa gains an additional +2 (+9 in total) to Stealth in swamp terrain.
Amorphous. The dipsa can move through a space as narrow as 1 inch wide without squeezing.
Discreet Bite. The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. A creature bitten must succeed on a DC 15 Wisdom (Perception) check to notice the attack or any damage taken from it.
Translucent. The dipsa can take the Hide action as a bonus action on each of its turns.
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the dipsa's space. Hit: 1 piercing damage, and the dipsa attaches to the target. A creature with a dipsa attached takes 3 (1d6) acid damage per round per dipsa, and it must make a successful DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction to a creature's hit point maximum lasts until it is affected by a lesser restoration spell or comparable magic.
Source tome of Beasts

Dissimortuum

Medium undead, chaotic evil
Challenge 7 (2,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 112 (15d8 + 45)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
10 (0)
16 (+3)
8 (-1)
11 (0)
18 (+4)

Passive Perception: 10
Saving Throws: Con +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: Common
Image

Spider Climb. The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 

Actions

Multiattack. The dissimortuum makes three claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage.
Terrifying Mask. Each non-undead creature within 60 feet of the dissimortuum that can see it must make a successful DC 15 Wisdom saving throw or be frightened for 1d8 rounds. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all dissimortuum's terrifying masks for the next 24 hours.
Source tome of Beasts

Dogmole

Medium beast, neutral
Challenge 1 (200 XP)

Armor Class: 14 (natural armor)
Hit Points: 71 (11d8 + 22)
Speed: 30 ft., burrow 10 ft., swim 10 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
17 (+3)
15 (+2)
2 (-4)
12 (+1)
10 (0)

Passive Perception: 11
Senses: blindsight 30 ft.
Languages: -
Image

Burrow. Dogmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 feet in diameter.
Wormkiller Rage. Wild dogmole packs are famed for their battles against monsters in the dark caverns of the world. If the dogmole draws blood against vermin, a purple worm, or other underground invertebrates, it gains a +4 boost to its Strength and Constitution, but suffers a -2 penalty to its AC. The wormkiller rage lasts for 3 rounds. It cannot end the rage voluntarily while the creatures that sent it into a rage still lives.
 

Actions

Multiattack. The dogmole makes one claw attack and one bite attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 +2) slashing damage.
Source tome of Beasts

Dogmole Juggernaut

Large monstrosity, neutral
Challenge 5 (1,800 XP)

Armor Class: 15 (chain armor)
Hit Points: 126 (12d10 + 60)
Speed: 30 ft., burrow 10 ft., swim 10 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
14 (+2)
20 (+5)
2 (-4)
10 (0)
2 (-4)

Passive Perception: 10
Saving Throws: Con +11
Senses: blindsight 30 ft.
Languages: -
Image

Burrow. Dogmole juggernauts cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 10 ft. in diameter.
Ferocity (1/Day). When the dogmole juggernaut is reduced to 0 hit points, it doesn't die until the end of its next turn.
Powerful Build. A dogmole juggernaut is treated as one size larger if doing so is advantageous to it (such as during grapple checks, pushing attempts, and tripping attempts, but not for the purposes of squeezing or AC). It gains advantage against magical pushing attempts such as gust of wind or Repelling Blast.
Wormkiller Rage. Wild dogmole juggernaut packs are famed for their battles against the monsters of the dark caverns of the world. If a dogmole juggernaut draws blood against vermin, purple worms, or other underground invertebrate, it gains a +4 bonus to Strength and Constitution but suffers a -2 penalty to AC. The wormkiller rage lasts for a number of rounds equal to 1+ its Constitution modifier (minimum 1 round). It cannot end the rage voluntarily while the creatures that sent it into a rage still live.
 

Actions

Multiattack. The dogmole juggernaut makes one claw attack and one bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.
Source tome of Beasts

Domovoi

Medium fey, chaotic neutral
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 93 (11d8 + 44)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
13 (+1)
18 (+4)
6 (-2)
10 (0)
16 (+3)

Passive Perception: 12
Skills: Intimidation +5, Perception +2
Damage Immunities: acid, lightning
Senses: darkvision 60 ft.
Languages: Common, Dwarvish, Elvish
Image

Innate Spellcasting. The domovoi's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:
At will: alter self, invisibility
3/day each: darkness, dimension door, haste
 

Actions

Multiattack. The domovoi makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Source tome of Beasts

Doppelrat

Tiny monstrosity, unaligned
Challenge 2 (450 XP)

Armor Class: 13
Hit Points: 22 (5d4 + 10)
Speed: 15 ft., climb 15 ft., swim 15 ft.

STR
DEX
CON
INT
WIS
CHA
2 (-4)
17 (+3)
14 (+2)
2 (-4)
13 (+1)
2 (-4)

Passive Perception: 11
Saving Throws: Dex +5
Skills: Stealth +5
Senses: darkvision 60 ft.
Languages: -
Image

Keen Smell. The doppelrat has advantage on Wisdom (Perception) checks that rely on smell.
Running Doppelrats. The hardest part of this monster is the sheer volume of attacks they generate. To model this, run them in groups of 4 for attack purposes and have those groups all use the same +5 to attack and do 1d4 damage. That way you need not roll 20 times for all of them, and you reduce the number of rolls required by a factor of 4.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Arcane Doubling (recharges after 10 minutes). A doppelrat under duress creates clones of itself at the beginning of its turn. Each round for 4 rounds, the number of live doppelrats quadruples but never exceeds 20. For example, when the doppelrat triggers arcane doubling, 1 rat becomes 4; at the start of the rat's next turn, those 4 become 16; and at the start of the rat's third turn, those 16 become 20, the maximum allowed. If one of the duplicates was destroyed between the original doppelrat's 1st and 2nd turns, then the surviving 3 would become 12, and so on. Each duplicate appears in the same space as any other rat, can either move or take an action the round it appears, and has 4 hit points and AC 13. Any surviving duplicates perish 1 minute (10 rounds) after the first ones were created. If the original doppelrat dies, its clones stop duplicating but the preexisting clones remain until their time expires. A creature can identify the original doppelrat from its duplicates as an action by making a successful DC 15 Intelligence (Nature) or Wisdom (Perception) check.
Doppeling Disease. At the end of a dopplerat encounter, every creature bitten by a doppelrat or its duplicates must succeed on a DC 12 Constitution saving throw or contract the degenerate cloning disease. During each long rest, the diseased creature grows and sloughs off a stillborn clone. The doppeling process leaves the diseased creature incapacitated for 1 hour, unable to move and barely able to speak (spellcasting is impossible in this state). When the incapacitation wears off, the creature makes a DC 12 Constitution saving throw; it recovers from the disease when it makes its second successful save. Humanoid clones created by the disease cannot be brought to life in any manner.
Source tome of Beasts

Dorreq

Medium aberration, neutral evil
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 93 (17d8 + 17)
Speed: 20 ft., climb 15 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
19 (+4)
13 (+1)
11 (0)
8 (-1)
6 (-2)

Passive Perception: 13
Saving Throws: Dex +6
Skills: Intimidate +2, Perception +3, Stealth +8
Damage Resistances: acid, cold, lightning
Senses: darkvision 60 ft.
Languages: Void Speech
Image

Innate Spellcasting. The dorreq's innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components: 3/day each: blink, dimension door, haste, shatter Wasteland Stride. This ability works like tree stride, but the dorreq can use it to sink into and appear out of any sandy or rocky ground, and the range is only 30 ft. Using this ability replaces the dorreq's usual movement.
 

Actions

Multiattack. The dorreq makes two tentacle attacks and one bite attack. If both tentacle attacks hit, the target is grappled (escape DC 14).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If both tentacles hit the same target in a single turn, the target is grappled (escape DC 14) and pulled within reach of the bite attack, if it was farther than 5 feet away. The target must be size Large or smaller to be pulled this way. The dorreq can maintain a grapple on one Large, two Medium, or two Small creatures at one time.
Entanglement. Any creature that starts its turn within 10 feet of a dorreq must make a successful DC 14 Dexterity saving throw each round or be restrained by the dorreq's tentacles until the start of its next turn. On its turn, the dorreq can ignore or freely release a creature in the affected area.
Source tome of Beasts

Adult Cave Dragon

Huge dragon, neutral evil
Challenge 16 (15,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 243 (18d12 + 126)
Speed: 40 ft., climb 40 ft., Earth Glide

STR
DEX
CON
INT
WIS
CHA
26 (+8)
12 (+1)
24 (+7)
12 (+1)
12 (+1)
20 (+5)

Passive Perception: 20
Saving Throws: Dex +6, Con +12, Wis +6, Cha +10
Skills: Perception +10
Damage Immunities: acid, poison, thunder
Condition Immunities: poisoned
Senses: blindsight 120 ft.
Languages: Common, Darakhul, Draconic, Dwarvish, Goblin
Image

Darkness Aura. An adult or older cave dragon can generate an aura of darkness that fills its space and the surrounding 20 feet. This darkness prevents normal vision and darkvision from functioning. Blindsight and truesight function normally. Activating or deactivating the aura is a bonus action.
Earth Glide. An adult cave dragon glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the dragon chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave dragon flings the dragon back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: detect magic, speak with dead
3/day each: blur, counterspell, darkness, web
1/day each: dispel magic, hold person
Cave Dragon's Lair. On initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.
- A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.
- The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.
Regional Effects. The region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.
- Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.
- Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.
If the dragon dies, these effects fade over the course of 1d10 days.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) plus 3 (1d6) poison damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5-6). The dragon exhales a cone of black poison gas in a 60-foot cone. Each target in that area takes 56 (16d6) poison damage and is poisoned if it is a creature; a successful DC 18 Constitution saving throw reduces damage by half and negates the poisoned condition. The poisoned condition lasts until the target takes a long or short rest or it's removed with lesser restoration or comparable magic.
 

Reactions

Ruff Spikes. When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes.
 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Reset Ruff Spikes. The dragon can use its ruff spikes as a reaction again before its next turn.
Tail. The dragon makes a tail attack.
Swift Bite (Costs 2 Actions). The dragon makes two bite attacks.
Source tome of Beasts

Young Cave Dragon

Large dragon, neutral evil
Challenge 8 (3,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 157 (15d10 + 75)
Speed: 40 ft., climb 20 ft., fly 20 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
12 (+1)
20 (+5)
10 (0)
12 (+1)
18 (+4)

Passive Perception: 14
Saving Throws: Dex +4, Con +8, Wis +4, Cha +7
Skills: Perception +4, Stealth +4
Damage Immunities: acid, poison, thunder
Condition Immunities: poisoned
Senses: blindsight 120 ft.
Languages: Common, Darakhul, Draconic
Image

Tunneler. The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot wide, 5-foot high tunnel in its wake.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
1/day each: blur, counterspell, web
3/day: darkness
 

Actions

Multiattack. The dragon makes three attacks; one with its biteand two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) poison damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Poison Breath (Recharge 5-6). The dragon exhales a cone of black poison gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (13d6) poison damage on a failed save and becoming poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration or comparable magic. If the save is successful, the target takes half damage and is not poisoned.
 

Reactions

Ruff Spikes. When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 16 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 4 (1d8) piercing damage from spikes.
Source tome of Beasts

Cave Dragon Wyrmling

Medium dragon, neutral evil
Challenge 2 (450 XP)

Armor Class: 16 (natural armor)
Hit Points: 75 (10d8 + 30)
Speed: 30 ft., burrow 20 ft., fly 20 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
12 (+1)
17 (+3)
8 (-1)
10 (0)
12 (+1)

Passive Perception: 12
Saving Throws: Dex +3, Con +5, Cha +3
Skills: Perception +2, Stealth +5
Damage Immunities: acid, poison, thunder
Condition Immunities: poisoned
Senses: blindsight 120 ft.
Languages: Draconic
Image

Tunneler. The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 5-foot high tunnel in its wake.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma. It can innately cast the following spell, requiring no material components:
3/day: darkness
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage.
Poison Breath (Recharge 5-6). The dragon exhales a cone of black poison gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and the target is poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration. If the save is successful, the target takes half the damage and does not become poisoned.
Source tome of Beasts

Ancient Flame Dragon

Gargantuan dragon, chaotic evil
Challenge 24 (62,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 481 (26d20 + 208)
Speed: 40 ft., climb 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
14 (+2)
27 (+8)
19 (+4)
16 (+3)
22 (+6)

Passive Perception: 27
Saving Throws: Dex +9, Con +15, Wis +10, Cha +13
Skills: Deception +13, Insight +10, Perception +17, Persuasion +13, Stealth +9
Damage Immunities: fire
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic, Giant, Ignan, Infernal, Orc
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Fire Incarnate. All fire damage dealt by the dragon ignores fire resistance but not fire immunity.
Flame Dragon's Lair. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.
- A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
- The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.
- A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.
Regional Effects. The region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.
- Temperatures rise within 6 miles of the lair. Crops wither, producing famines.
- Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.
If the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area takes 91 (26d6) fire damage, or half damage with a successful DC 23 Dexterity saving throw. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shifting Flames. The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source tome of Beasts

Adult Flame Dragon

Huge dragon, chaotic evil
Challenge 16 (15,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 212 (17d12 + 102)
Speed: 40 ft., climb 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
23 (+6)
17 (+3)
14 (+2)
20 (+5)

Passive Perception: 22
Saving Throws: Dex +7, Con +11, Wis +7, Cha +10
Skills: Deception +10, Insight +7, Perception +12, Persuasion +10, Stealth +7
Damage Immunities: fire
Languages: Common, Draconic, Giant, Ignan, Infernal, Orc
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Fire Incarnate. All fire damage dealt by the dragon ignores fire resistance but not fire immunity.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shifting Flames. The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source tome of Beasts

Young Flame Dragon

Large dragon, chaotic evil
Challenge 9 (5,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 161 (17d10 + 68)
Speed: 40 ft., climb 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
19 (+4)
15 (+2)
13 (+1)
18 (+4)

Passive Perception: 19
Saving Throws: Dex +6, Con +8, Wis +5, Cha +8
Skills: Deception +8, Insight +5, Perception +9, Persuasion +8, Stealth +6
Damage Immunities: fire
Languages: Common, Draconic, Ignan, Giant, Infernal, Orc
Image

Fire Incarnate. All fire damage dealt by the dragon ignores fire resistance but not fire immunity.
 

Actions

Multiattack. The dragon makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw.
Source tome of Beasts

Flame Dragon Wyrmling

Medium dragon, chaotic evil
Challenge 3 (700 XP)

Armor Class: 17 (natural armor)
Hit Points: 52 (8d8 + 16)
Speed: 30 ft., climb 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
14 (+2)
15 (+2)
13 (+1)
12 (+1)
16 (+3)

Passive Perception: 15
Saving Throws: Dex +4, Con +4, Wis +3, Cha +5
Skills: Deception +5, Insight +3, Perception +5, Persuasion +5, Stealth +4
Damage Immunities: fire
Languages: Common, Draconic, Ignan
Image

 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage plus 3 (1d6) fire damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 10-foot cone. Each creature in that area takes 24 (7d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.
Source tome of Beasts

Ancient Mithral Dragon

Gargantuan dragon, neutral
Challenge 18 (20,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 297 (17d20 + 119)
Speed: 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
16 (+3)
25 (+7)
24 (+7)
25 (+7)
24 (+7)

Passive Perception: 23
Saving Throws: Dex +9, Con +13, Int +13, Wis +13, Cha +13
Skills: Athletics +15, History +13, Insight +13, Intimidation +13, Perception +13, Persuasion +13
Damage Resistances: bludgeoning, piercing, and slashing from
Damage Immunities: acid, thunder
Condition Immunities: charmed
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Celestial, Common, Draconic, Primordial
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components:
At will: tongues
5/day each: counterspell, dispel magic, enhance ability
Mithral Shards. Ancient mithral dragons can choose to retain the mithral shards of their breath weapon as a hazardous zone of spikes. Treat as a spike growth zone that does 2d8 magical slashing damage for every 5 feet travelled.
Spellcasting. The dragon is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:
Cantrips (at will): acid splash, light, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant
2nd level (3 slots): blur, hold person, see invisibility
3rd level (3 slots): haste, lightning bolt, protection from energy
4th level (3 slots): dimension door, stoneskin, wall of fire
5th level (2 slots): polymorph, teleportation circle
6th level (1 slot): guards and wards
7th level (1 slot): forcecage
8th level (1 slot): antimagic field
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 +9) slashing damage, and the target loses 5 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 5 hp per round for each bleeding wound it's taken from a mithral dragon's claws.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 59 (17d6) magical slashing damage and lose another 10 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage is halved by a successful DC 21 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use.
 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (2d8 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source tome of Beasts

Adult Mithral Dragon

Huge dragon, neutral
Challenge 14 (11,500 XP)

Armor Class: 18 (natural armor)
Hit Points: 184 (16d12 + 80)
Speed: 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
18 (+4)
21 (+5)
20 (+5)
21 (+5)
20 (+5)

Passive Perception: 20
Saving Throws: Dex +9, Con +10, Int +10, Wis +10, Cha +10
Skills: Athletics +13, History +10, Insight +10, Perception +10, Persuasion +10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: acid, thunder
Condition Immunities: charmed
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Celestial, Common, Draconic, Primordial
Image

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: tongues
5/day each: dispel magic, enhance ability
Spellcasting. The dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:
Cantrips (at will): acid splash, light, mage hand, prestidigitation
1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant
2nd level (3 slots): blur, hold person, see invisibility
3rd level (3 slots): haste, lightning bolt, protection from energy
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 +8) slashing damage, and the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it's taken from a mithral dragon's claws.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 42 (12d6) magical slashing damage and lose another 8 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage are halved by a successful DC 18 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use.
 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source tome of Beasts

Young Mithral Dragon

Medium dragon, neutral
Challenge 6 (2,300 XP)

Armor Class: 16 (natural armor)
Hit Points: 92 (16d8 + 20)
Speed: 50 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
22 (+6)
13 (+1)
14 (+2)
15 (+2)
14 (+2)

Passive Perception: 15
Saving Throws: Dex +9, Con +4, Wis +5, Cha +5
Skills: Acrobatics +6, Insight +5, Perception +5, Persuasion +5
Damage Resistances: ludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: acid, thunder
Condition Immunities: charmed
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Celestial, Common, Draconic, Primordial
Image

Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:
At will: tongues
3/day: enhance ability
 

Actions

Multiattack. The dragon makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon’s claws.
Breath Weapon (Recharge 5–6). A mithral dragon can spit a 50-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 21 (6d6) magical slashing damage and lose another 5 hit points from bleeding at the start of their turns for 6 rounds; slashing damage is halved by a successful DC 12 Dexterity saving throw, but bleeding damage is not affected. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon’s use
Source tome of Beasts

Ancient Sea Dragon

Gargantuan dragon, neutral evil
Challenge 22 (41,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 481 (26d20 + 208)
Speed: 40 ft., fly 80 ft., swim 80 ft.

STR
DEX
CON
INT
WIS
CHA
29 (+9)
10 (0)
27 (+8)
19 (+4)
17 (+3)
21 (+5)

Passive Perception: 27
Saving Throws: Dex +7, Con +15, Wis +10, Cha +12
Skills: Perception +17, Stealth +7
Damage Immunities: cold
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Draconic, Infernal, Primordial
Image

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
Sea Dragon's Lair. On initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:
- Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.
- The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.
Regional Effects. The region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.
- Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.
- Storms and rough water are more common within 6 miles of the lair.
If the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Tidal Breath (Recharge 5-6). The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.
 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or swim speed if in the water.
Source tome of Beasts

Adult Sea Dragon

Huge dragon, neutral evil
Challenge 16 (15,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 225 (18d12 + 108)
Speed: 40 ft., fly 80 ft., swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (0)
23 (+6)
17 (+3)
15 (+2)
19 (+4)

Passive Perception: 22
Saving Throws: Dex +5, Con +11, Wis +7, Cha +9
Skills: Perception +12, Stealth +5
Damage Immunities: cold
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Tidal Breath (Recharge 5-6). The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.
 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water.
Source tome of Beasts

Young Sea Dragon

Large dragon, neutral evil
Challenge 9 (5,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 152 (16d10 + 64)
Speed: 40 ft., fly 80 ft., swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (0)
19 (+4)
15 (+2)
13 (+1)
17 (+3)

Passive Perception: 19
Saving Throws: Dex +4, Con +8, Wis +5, Cha +7
Skills: Perception +9, Stealth +4
Damage Immunities: cold
Senses: blindsight 30 ft. darkvision 120 ft.
Languages: Common, Draconic
Image

Amphibious. The dragon can breathe air and water.
Siege Monster. The dragon deals double damage to objects
and structures.
 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tidal Breath (Recharge 5-6). The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.
Source tome of Beasts

Sea Dragon Wyrmling

Medium dragon, neutral evil
Challenge 2 (450 XP)

Armor Class: 17 (natural armor)
Hit Points: 52 (8d8 + 16)
Speed: 30 ft., fly 60 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (0)
15 (+2)
13 (+1)
11 (0)
15 (+2)

Passive Perception: 14
Saving Throws: Dex +2, Con +4, Wis +2, Cha +4
Skills: Perception +4, Stealth +2
Damage Immunities: cold
Senses: blindsight 10 ft. darkvision 60 ft.
Languages: Common, Draconic, Primordial
Image

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.
Tidal Breath (Recharge 5-6). The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.
Source tome of Beasts

Ancient Void Dragon

Gargantuan dragon, chaotic neutral
Challenge 24 (62,000 XP)

Armor Class: 22 (natural armor)
Hit Points: 448 (23d20 + 207)
Speed: 40 ft., fly 80 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
28 (+9)
10 (0)
29 (+9)
18 (+4)
15 (+2)
23 (+6)

Passive Perception: 26
Saving Throws: Dex +7, Con +16, Wis +9, Cha +13
Skills: Arcana +18, History +18, Perception +16, Persuasion +13, Stealth +7
Damage Immunities: cold
Condition Immunities: charmed, frightened
Languages: Celestial, Common, Draconic, Infernal, Primordial, Void Speech
Image

Chill of the Void. Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.
Collapsing Star. When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Void Dweller. Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.
Void Dragon's Lair. On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.
- The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.
Regional Effects. The region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.
- Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.
- Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.
If the dragon dies, these effects fade over the course of 1d10 days.
 

Actions

Multiattack. The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Aura of Madness. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Gravitic Breath. The dragon exhales a 90-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 24 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.
Stellar Flare Breath. The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one.
Teleport. The dragon magically teleports to any open space within 100 feet.
 

Reactions

Void Twist. When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 7 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.
 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Void Slip (Costs 2 Actions). The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet.
Void Cache (Costs 3 Actions). The dragon can magically reach into its treasure hoard and retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard.
Source tome of Beasts

Adult Void Dragon

Huge dragon, chaotic neutral
Challenge 14 (11,500 XP)

Armor Class: 19 (natural armor)
Hit Points: 229 (17d12 + 119)
Speed: 40 ft., fly 80 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
24 (+7)
10 (0)
25 (+7)
16 (+3)
13 (+1)
21 (+5)

Passive Perception: 21
Saving Throws: Dex +5, Con +12, Wis +6, Cha +10
Skills: Arcana +13, History +13, Perception +11, Persuasion +10, Stealth +5
Damage Immunities: cold
Condition Immunities: charmed, frightened
Languages: Common, Draconic, Void Speech
Image

Chill of the Void. Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Void Dweller. As ancient void dragon.
 

Actions

Multiattack. The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Aura of Madness. As ancient void dragon, with DC 18 Wisdom saving throw.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Gravitic Breath. The dragon exhales a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 20 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.
Stellar Flare Breath. The dragon exhales star fire in a 60- foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one.
Teleport. The dragon magically teleports to any open space within 100 feet.
 

Reactions

Void Twist. When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.
 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Void Slip (Costs 2 Actions). The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet.
Void Cache (Costs 3 Actions). The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard.
Source tome of Beasts

Young Void Dragon

Large dragon, chaotic neutral
Challenge 9 (5,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 157 (15d10 + 75)
Speed: 40 ft., fly 80 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (0)
21 (+5)
14 (+2)
11 (0)
19 (+4)

Passive Perception: 18
Saving Throws: Dex +4, Con +9, Wis +4, Cha +8
Skills: Arcana +10, History +10, Perception +8, Persuasion +8, Stealth +4
Damage Immunities: cold
Condition Immunities: charmed, frightened
Languages: Common, Draconic, Void Speech
Image

Chill of the Void. Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.
Void Dweller. As ancient void dragon.
 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Gravitic Breath. The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon.
Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 17 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.
Stellar Flare Breath. The dragon exhales star fire in a 30- foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one.
 

Reactions

Void Twist. When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.
Source tome of Beasts

Void Dragon Wyrmling

Medium dragon, chaotic neutral
Challenge 2 (450 XP)

Armor Class: 17 (natural armor)
Hit Points: 45 (6d8 + 18)
Speed: 30 ft., fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (0)
17 (+3)
12 (+1)
9 (-1)
17 (+3)

Passive Perception: 13
Saving Throws: Dex +4, Con +5, Wis +1, Cha +5
Skills: Perception +3, Stealth +2
Damage Immunities: cold
Languages: Common, Draconic, Void Speech
Image

Chill of the Void. Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.
Void Dweller. As ancient void dragon.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Gravitic Breath. The dragon exhales a 15-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 13 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.
Stellar Flare Breath. The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.
 

Reactions

Void Twist. When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.
Source tome of Beasts

Ancient Wind Dragon

Gargantuan dragon, chaotic neutral
Challenge 22 (41,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 425 (23d20 +184)
Speed: 40 ft., fly 120 ft.

STR
DEX
CON
INT
WIS
CHA
28 (+9)
19 (+4)
26 (+8)
18 (+4)
17 (+3)
20 (+5)

Passive Perception: 27
Saving Throws: Dex +11, Con +15, Wis +10, Cha +12
Skills: Acrobatics +11, Arcana +11, Intimidation +12, Perception +17, Stealth +11
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: lightning, ranged weapons
Condition Immunities: charmed, exhausted, paralyzed, restrained
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Common, Draconic, Dwarvish, Elvish, Primordial
Image

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: feather fall
5/day each: lightning bolt, ice storm
Fog Vision. The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Uncontrollable. The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.
Whirling Winds. Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons.
Wind Dragon's Lair. On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.
- Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.
- Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.
- A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.
 

Actions

Multiattack. The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.
Breath of Gales (Recharge 5-6). The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source tome of Beasts

Adult Wind Dragon

Huge dragon, chaotic neutral
Challenge 17 (18,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 237 (19d12 + 114)
Speed: 40 ft., fly 90 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
19 (+4)
22 (+6)
16 (+3)
15 (+2)
18 (+4)

Passive Perception: 24
Saving Throws: Dex +10, Con +12, Wis +8, Cha +10
Skills: Acrobatics +10, Intimidation +10, Perception +14, Stealth +10
Damage Immunities: lightning
Condition Immunities: charmed, exhausted, paralyzed, restrained
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Common, Draconic, Primordial
Image

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: feather fall
3/day: lightning bolt
Fog Vision. The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Uncontrollable. The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.
Whirling Winds. Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage.
 

Actions

Multiattack. The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Breath of Gales (Recharge 5-6). The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Source tome of Beasts

Young Wind Dragon

Large dragon, chaotic neutral
Challenge 6 (2,300 XP)

Armor Class: 17 (natural armor)
Hit Points: 150 (16d10 + 62)
Speed: 40 ft., fly 90 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
19 (+4)
18 (+4)
14 (+2)
13 (+1)
16 (+3)

Passive Perception: 17
Saving Throws: Dex +7, Con +7, Wis +4, Cha +6
Skills: Perception +7, Stealth +7
Damage Immunities: lightning
Condition Immunities: charmed, exhausted, paralyzed, restrained
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Common, Draconic, Primordial
Image

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components:
At will: feather fall
Fog Vision. The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.
Uncontrollable. The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.
 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Breath of Gales (Recharge 5-6). The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished.
Source tome of Beasts

Wyrmling Wind Dragon

Medium dragon, chaotic neutral
Challenge 1 (200 XP)

Armor Class: 14
Hit Points: 45 (7d8 + 14)
Speed: 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
19 (+4)
14 (+2)
12 (+1)
11 (0)
14 (+2)

Passive Perception: 14
Saving Throws: Dex +6, Con +4, Wis +2, Cha +4
Skills: Perception +4, Stealth +6
Damage Immunities: lightning
Condition Immunities: charmed, exhausted, paralyzed
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Draconic, Primordial
Image

 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Breath of Gales (Recharge 5-6). The dragon exhales a blast of wind in a 15-foot cone. Each creature in that cone must make a successful DC 12 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 50 percent chance of being extinguished.
Source tome of Beasts

Dragon Eel

Huge dragon, neutral
Challenge 12 (8,400 XP)

Armor Class: 18 (natural armor)
Hit Points: 230 (20d12 + 100)
Speed: 20 ft., swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
12 (+1)
20 (+5)
14 (+2)
13 (+1)
14 (+2)

Passive Perception: 16
Saving Throws: Str +12, Dex +5, Int +6, Wis +5, Cha +6
Skills: Acrobatics +5, Athletics +12, Insight +5, Perception +6
Damage Immunities: lightning
Condition Immunities: paralyzed, prone
Senses: darkvision 60 ft.
Languages: Common, Draconic, Primordial
Image

Limited Amphibiousness. The dragon eel can breathe air and water, but it needs to be submerged at least once every six hours to avoid suffocation.
Shocking Touch. A dragon eel's body generates a potent charge of lightning. A creature that touches or makes a successful melee attack against a dragon eel takes 5 (1d10) lightning damage.
Storm Glide. During storms, the dragon eel can travel through the air as if under the effects of a fly spell, except using its swim speed.
 

Actions

Multiattack. The dragon eel makes one bite attack and one tail slap attack.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1d4 rounds.
Tail Slap. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage and push the target up to 10 feet away.
Lightning Breath (Recharge 6). The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line takes 55 (10d10) lightning damage, or half damage with a successful DC 18 Dexterity saving throw.
Source tome of Beasts

Dragonleaf Tree

Large plant, unaligned
Challenge 8 (3,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 152 (16d10 + 64)
Speed: 5 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (0)
19 (+4)
3 (-4)
12 (+1)
17 (+3)

Passive Perception: 11
Damage Immunities: A dragonleaf tree enjoys the same immunities as its progenitor. Black, copper, and green trees are immune to acid damage; blue and bronze trees are immune to lightning damage; brass, gold, and red trees are immune to fire damage; and silver and white trees are immune to cold damage.
Condition Immunities: blinded, deafened
Senses: blindsight 120 ft.
Languages: can understand the language of its creator or designated master
Image

Loyal to Dragon Master. A dragonleaf tree only follows commands from its designated master (or from any creatures to whom the master grants control). It has advantage on saving throws against any charm or compulsion spell or effect. Additionally, the tree has advantage on any saving throw to resist Bluff, Diplomacy, or Intimidate checks made to influence it to act against its masters.
Weaknesses. Dragonleaf trees with immunity to fire also have vulnerability to cold, and trees with immunity to cold have vulnerability to fire.
 

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 58 (10d10 + 3) bludgeoning damage.
Leaves. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 45 (10d8) slashing damage.
Breath Weapon (Recharge 6). dragonleaf tree can issue forth a breath weapon from its leaves appropriate to the dragon it honors. The creature's breath weapon deals 49 (14d6) damage, or half damage to targets that make a successful DC 15 Dexterity saving throw. A black, copper, or green tree breathes a 60-foot line of acid; a blue or bronze tree breathes a 60-foot line of lightning; a brass, gold, or red tree breathes a 30-foot cone of fire; and a silver or white tree breathes a 30-foot cone of cold.
Source tome of Beasts

Alehouse Drake

Tiny dragon, chaotic neutral
Challenge 1/2 (100 XP)

Armor Class: 13
Hit Points: 65 (10d4 + 40)
Speed: 40 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
16 (+3)
19 (+4)
11 (0)
12 (+1)
16 (+3)

Passive Perception: 11
Saving Throws: Dex +5
Skills: Deception +5, Insight +3, Persuasion +5
Condition Immunities: paralyzed, unconscious
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

Innate Spellcasting. The drake's innate casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: friends, vicious mockery
5/day each: calm emotions, dissonant whispers, ray of sickness, hideous laughter
3/day each: confusion, invisibility
Forgetful Spellcasting. When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Breath Weapon (Recharge 5-6). An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes poisoned for 1 minute and must make a successful DC 14 Constitution saving throw or become stunned for 1d6 rounds.
Discombobulating Touch. An alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also induces confusion as per the spell. This effect lasts for 1d4 rounds. A successful DC 13 Charisma saving throw negates this effect.
Source tome of Beasts

Ash Drake

Small dragon, neutral evil
Challenge 4 (1,100 XP)

Armor Class: 16 (natural armor)
Hit Points: 117 (18d6 + 54)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
15 (+2)
16 (+3)
9 (-1)
15 (+2)
10 (0)

Passive Perception: 12
Saving Throws: Dex +4
Skills: Stealth +4
Damage Resistances: fire
Condition Immunities: paralyzed, unconscious
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

 

Actions

Multiattack. The ash drake makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage + 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Ash Cloud. An ash drake can beat its wings and create a cloud of ash that extends 10 feet in all directions, centered on itself. This cloud provides half cover, though the ash drake can see normally through its own cloud. Any creature that enters or starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or become blinded for 1d6 rounds.
Ash Breath (recharge 6). An ash drake spews a 20-foot cone of blistering hot, choking ash. Any targets in the path of this spray takes 14 (4d6) fire damage and become poisoned for one minute; a successful DC 13 Dexterity saving throw reduces damage by half and negates the poisoning. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Source tome of Beasts

Coral Drake

Medium dragon, neutral evil
Challenge 7 (2,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 127 (15d8 + 60)
Speed: 30 ft., swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
1 (-5)
18 (+4)
10 (0)
13 (+1)
10 (0)

Passive Perception: 17
Saving Throws: Dex +6
Skills: Acrobatics +6, Perception +4, Stealth +6
Damage Resistances: cold
Condition Immunities: paralyzed, poisoned, prone, unconscious
Senses: darkvision 120 ft.
Languages: Draconic
Image

Camouflage. A coral drake's coloration and shape lend to its stealth, granting the creature advantage on all Stealth checks while it's underwater.
Water Breathing. The coral drake can breathe only underwater.
 

Actions

Multiattack. The coral drake makes one bite attack, one claw attack, and one stinger attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 +4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage at the start of each of its turns for 4 rounds. The creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.
Breath Weapon (Recharge 5-6). Coral drakes nurture their offspring in specialized throat sacs. They can pressurize these sacs to spew forth a 15-foot cone of spawn. Each target in this area takes 21 (6d6) piercing damage from thousands of tiny bites and is blinded for 1d4 rounds; a successful DC 15 Dexterity saving throw reduces the damage by half and negates the blindness.
Source tome of Beasts

Crimson Drake

Tiny dragon, chaotic evil
Challenge 1 (200 XP)

Armor Class: 14 (natural armor)
Hit Points: 54 (12d4 + 24)
Speed: 15 ft., fly 80 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
14 (+2)
8 (-1)
9 (-1)
14 (+2)

Passive Perception: 11
Saving Throws: Dex +4
Skills: Acrobatics +4, Perception +1
Damage Immunities: fire
Condition Immunities: paralyzed, unconscious
Senses: darkvision 60 ft.
Languages: Common, Draconic, telepathy 60 ft.
Image

Magic Resistance. The drake has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The crimson drake makes one bite attack and one stinger attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.
Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.
Breath Weapon (Recharge 6). The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw.
Source tome of Beasts

Deep Drake

Large dragon, chaotic evil
Challenge 9 (5,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 150 (20d10 + 40)
Speed: 50 ft., climb 30 ft., fly 100 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
19 (+4)
14 (+2)
11 (0)
14 (+2)
12 (+1)

Passive Perception: 16
Saving Throws: Dex +8, Con +6
Skills: Athletics +9, Insight +6, Perception +6
Damage Immunities: necrotic
Condition Immunities: paralyzed, unconscious
Senses: blindsight 60 ft., darkvision 120 ft.
Languages: Common, Darakhul, Draconic, Undercommon
Image

Magic Resistance. The drake has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The drake makes one bite attack, two claw attacks, and one stinger attack.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage.
Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components.
Breath Weapon (Recharge 5-6). A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds.
Source tome of Beasts

Elder Shadow Drake

Large dragon, chaotic evil
Challenge 7 (2,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 114 (12d10 + 48)
Speed: 20 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
13 (+1)
18 (+4)
8 (-1)
9 (-1)
13 (+1)

Passive Perception: 15
Saving Throws: Dex +4, Con +7, Cha +4
Skills: Perception +5, Stealth +7
Damage Vulnerabilities: radiant
Damage Immunities: cold
Condition Immunities: paralyzed, unconscious
Senses: darkvision 120 ft.
Languages: Common, Draconic, Umbral
Image

Shadow Blend. In areas of dim light or darkness, an elder shadow drake is treated as invisible. Artificial illumination, such as a lantern or a light or continual flame spell, does not negate this ability; nothing less than true sunlight or a daylight spell does. The drake cannot use its Speed Surge or its Stygian Breath while invisible. An elder shadow drake can suspend or resume this ability at will, so long as the drake is in dim light or darkness.
Shadow Jump (3/Day). An elder shadow drake can travel between shadows as if by means of a dimension door spell. This magical transport must begin and end in an area of dim light or darkness, and the distance must be no more than 60 feet.
Speed Surge (3/Day). The elder shadow drake takes one additional move action on its turn. It can use only one speed surge per round.
 

Actions

Multiattack. The drake makes one bite attack and one tail slap attack.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Tail Slap. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Stygian Breath (Recharge 5-6). The elder shadow drake exhales a ball of black liquid that travels up to 60 feet before exploding into a cloud of frigid black mist with a 20-foot radius. Each creature in that sphere takes 42 (12d6) cold damage, or half damage with a successful DC 15 Constitution saving throw. Within the area of effect, the mist snuffs out nonmagical light sources and dispels magical light of 1st level or lower.
Source tome of Beasts

Paper Drake

Small dragon, neutral
Challenge 2 (450 XP)

Armor Class: 13
Hit Points: 78 (12d6 + 36)
Speed: 40 ft., fly 100 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
17 (+3)
16 (+3)
10 (0)
12 (+1)
13 (+1)

Passive Perception: 11
Condition Immunities: paralysis, unconscious
Senses: darkvision 60 ft.
Languages: Common, Draconic, Dwarvish, Elvish
Image

Shelve. A paper drake can fold itself into a small, almost flat form, perfect for hiding on bookshelves. The drake can still be recognized as something other than a book by someone who handles it (doesn't just glance at it on the shelf) and makes a successful DC 11 Intelligence (Nature or Investigation) check. The drake can hop or fly (clumsily, by flapping its pages) 5 feet per turn in this form.
Refold (Recharge 5-6). A paper drake can fold its body into different sizes and shapes. The drake can adjust its size by one step in either direction, but can't be smaller than Tiny or larger than Medium size. Changes in size or shape don't affect the paper drake's stats.
 

Actions

Multiattack. The drake makes one bite attack, one claw attack, and one tail attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.
Tail (Recharge 5-6). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (5d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 round.
Source tome of Beasts

Rust Drake

Medium dragon, chaotic evil
Challenge 8 (3,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 161 (19d8 + 76)
Speed: 30 ft., burrow 5 ft., fly 100 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
19 (+4)
12 (+1)
8 (-1)
8 (-1)

Passive Perception: 13
Skills: Perception +3, Stealth +5
Damage Vulnerabilities: acid
Damage Immunities: poison
Condition Immunities: paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

 

Actions

Multiattack. The drake makes one bite attack and one tail swipe attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.
Tail Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Vomits Scrap (Recharge 5-6). A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus.
Rust Drake Lockjaw. This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once.
Source tome of Beasts

Star Drake

Large dragon, neutral
Challenge 15 (13,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 189 (18d10 + 90)
Speed: 40 ft., fly 100 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
17 (+3)
21 (+5)
16 (+3)
24 (+7)
20 (+5)

Passive Perception: 22
Saving Throws: Dex +8, Con +10, Int +8, Wis +12, Cha +10
Skills: Arcana +8, History +8, Insight +12, Perception +12, Religion +8
Damage Immunities: cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, frightened, paralyzed, unconscious
Senses: truesight 120 ft.
Languages: Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial
Image

Legendary Resistance (2/day). If the star drake fails a saving throw, it can choose to succeed instead.
Magic Resistance. The drake has advantage on saving throws against spells and other magical effects.
Magic Weapons. The drake's weapon attacks are magical.
Nimbus of Stars. The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character's turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character's eyes are averted.
Innate Spellcasting. The drake's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: faerie fire, moonbeam
3/day: plane shift
1/day each: gate, planar binding
 

Actions

Multiattack. The drake makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Breath Weapon (Recharge 5-6). The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw.
Searing Star (1/Day). Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded.
 

Legendary Actions

The drake can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn.
Bite Attack. The drake makes one bite attack.
Nova (Costs 2 Actions). The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova.
Pale Sparks. The drake casts faerie fire or moonbeam.
Source tome of Beasts

Drakon

Large beast, unaligned
Challenge 5 (1,800 XP)

Armor Class: 16 (natural armor)
Hit Points: 105 (14d10 + 28)
Speed: 30 ft., fly 60 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
19 (+4)
15 (+2)
2 (-4)
12 (+1)
10 (0)

Passive Perception: 14
Skills: Perception +4, Stealth +7
Damage Resistances: acid
Condition Immunities: paralyzed
Senses: darkvision 60 ft.
Languages: -
Image

Dissolving Gaze. When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn't incapacitated and can see the creature. On a failed saving throw, the creature takes 3 (1d6) acid damage, its hit point maximum is reduced by an amount equal to the acid damage it takes (which ends after a long rest), and it's paralyzed until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the drakon until the start of its next turn, when it chooses again whether to avert its eyes. If the creature looks at the drakon before then, it must immediately make the saving throw.
 

Actions

Multiattack. The drakon makes one bite attack and one tail attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Acid Breath (Recharge 5-6). The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area takes 28 (8d6) acid damage, or half damage with a successful DC 13 Constitution saving throw.
Source tome of Beasts

Dream Eater

Medium fiend, lawful evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 75 (10d8 + 30)
Speed: 30 ft., fly 20 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
18 (+4)
17 (+3)
16 (+3)
13 (+1)
20 (+5)

Passive Perception: 11
Skills: Deception +8, Insight +4, Persuasion +8
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Celestial, Common, Draconic, Infernal, telepathy 100 ft.
Image

Shapechanger. The dream eater can use its turn to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in all forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting. The dream eater's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: command
3/day: suggestion
 

Actions

Multiattack. The dream eater makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target is grappled (escape DC 12).
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) slashing damage.
Dream Eater's Caress. A creature that ends its turn grappled by a dream eater is restrained until the end of its next turn, it takes 5 (1d4 + 3) psychic damage, and the dream eater gains the same number of temporary hit points.
Lotus Scent (Recharge 6). The dream eater secretes an oily chemical that most creatures find intoxicating. All living creatures within 30 feet must succeed on a DC 14 Constitution saving throw against poison or be poisoned for 2d4 rounds. While poisoned this way, the creature is stunned. Creatures that successfully save are immune to that dream eater's lotus scent for 24 hours.
Waking Dreams (1/Day). Every creature within 20 feet of the dream eater must make a DC 16 Charisma saving throw. Those that fail enter waking dreams and are confused (as the spell) for 6 rounds. On turns when the creature can act normally (rolls 9 or 10 for the confusion effect), it can repeat the saving throw at the end of its turn, and the effect ends early on a successful save.
Source tome of Beasts

Drowned Maiden

Medium undead, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 90 (20d8)
Speed: 30 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
10 (0)
10 (0)
12 (+1)
18 (+4)

Passive Perception: 11
Saving Throws: Dex +6, Cha +7
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: Common
Image

Grasping Hair. The drowned maiden's hair attacks as though it were three separate limbs, each of which can be attacked (AC 19; 15 hit points; immunity to necrotic, poison, and psychic damage; resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered). A lock of hair can be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Innate Spellcasting. The drowned maiden's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: disguise self, silence
 

Actions

Multiattack. The drowned maiden makes two claw attacks and one hair attack, each of which it can replace with one kiss attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage.
Hair. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target is grappled (escape DC 16). Three creatures can be grappled at a time.
Kiss. The drowned maiden can kiss one target that is grappled and adjacent to her. The target must succeed on a DC 15 Charisma saving throw or take 1d6 Strength damage.
Reel. The drowned maiden pulls a grappled creature of Large size or smaller up to 15 feet straight toward herself.
Source tome of Beasts

Duskthorn Dryad

Medium fey, chaotic
Challenge 3 (700 XP)

Armor Class: 17 (natural armor)
Hit Points: 77 (14d8 + 14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
20 (+5)
13 (+1)
14 (+2)
15 (+2)
24 (+7)

Passive Perception: 15
Saving Throws: Con +3, Wis +4
Skills: Animal Handling +4, Deception +9, Nature +6, Perception +4, Persuasion +9, Stealth +7
Senses: darkvision 60 ft.
Languages: Common, Elvish, Sylvan, Umbral
Image

Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:
At will: dancing lights, druidcraft
3/day each: charm person, entangle, invisibility, magic missile
1/day each: barkskin, counterspell, dispel magic, fog cloud, shillelagh, suggestion, wall of thorns
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Tree Dependent. The dryad is mystically bonded to her duskthorn vines and must remain within 300 yards of them or become poisoned. If she remains out of range of her vines for 24 hours, she suffers 1d6 Constitution damage, and another 1d6 points of Constitution damage every day that follows - eventually, this separation kills the dryad. A dryad can bond with new vines by performing a 24-hour ritual.
 

Actions

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Source tome of Beasts

Dullahan

Large fey, lawful evil
Challenge 11 (7,200 XP)

Armor Class: 17 (natural armor)
Hit Points: 178 (17d10 + 85)
Speed: 60 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
18 (+4)
20 (+5)
13 (+1)
15 (+2)
17 (+3)

Passive Perception: 16
Skills: Intimidation +7, Perception +6, Persuasion +7, Survival +6
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: necrotic
Condition Immunities: charmed, frightened, exhaustion
Senses: blindsight 60 ft.
Languages: Common, Elvish, Sylvan
Image

Baleful Glare. When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightened instead. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save.
Deathly Doom (1/Day). As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane.
Innate Spellcasting. The dullahan's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components:
At will: bane, chill touch, hex, knock
3/day each: false life, see invisibility
1/day: blight
Relentless Advance. The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces.
 

Actions

Multiattack. The dullahan makes two attacks with its spine whip.
Spine Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone.
Seal the Doom. The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours.
 

Reactions

Interposing Glare. When the dullahan is hit by a melee attack it can move its severed head in front of the attacker's face. The attacker is affected by the dullahan's Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage.
Source tome of Beasts

Dune Mimic

Huge monstrosity (shapechanger), neutral
Challenge 8 (3,900 XP)

Armor Class: 13 (natural armor)
Hit Points: 168 (16d12 + 64)
Speed: 10 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
8 (-1)
18 (+4)
9 (-1)
13 (+1)
10 (0)

Passive Perception: 14
Skills: Perception +4
Damage Immunities: acid
Condition Immunities: prone
Senses: darkvision 60 ft., tremorsense 30 ft.
Languages: -
Image

Shapechanger. The dune mimic can use its action to polymorph into a Huge object or terrain feature (maximum area 25 x 25 feet) or back into its true, amorphous form. Since its coating of dust, sand, and gravel can't be hidden, it usually disguises itself as a terrain feature or eroded ruin. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adhesive (Object or Terrain Form Only). The dune mimic adheres to anything that touches it. A creature adhered to the dune mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. The dune mimic can harden its outer surface, so only the creatures it chooses are affected by this trait.
False Appearance (Object or Terrain Form Only). While the dune mimic remains motionless, it is indistinguishable from an ordinary object or terrain feature.
Grappler. The dune mimic has advantage on attack rolls against a creature grappled by it.
 

Actions

Multiattack. The dune mimic makes four pseudopod attacks.
Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic's Adhesive trait.
Engulf. The dune mimic engulfs all creatures it has grappled. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the dune mimic, and takes 18 (4d8) acid damage at the start of each of the dune mimic's turns. When the dune mimic moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the dune mimic.
Source tome of Beasts

Eala

Small monstrosity, unaligned
Challenge 2 (450 XP)

Armor Class: 15 (natural)
Hit Points: 40 (9d6 + 9)
Speed: 10 ft., fly, 60 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
16 (+3)
12 (+1)
2 (-4)
12 (+1)
16 (+3)

Passive Perception: 11
Saving Throws: Dex +5
Damage Immunities: fire
Senses: darkvision 60 ft.
Languages: -
Image

 

Actions

Multiattack. The eala makes two attacks with its wing blades.
Wing Blades. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Fire Breath (recharge 5-6). The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala's fire breath ignites flammable objects and melts soft metals in the area that aren't being worn or carried.
 

Reactions

Swan Song. When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0.
Source tome of Beasts

Eater Of Dust (Yakat-Shi)

Medium aberration, neutral evil
Challenge 9 (5,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 114 (12d8 + 60)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
14 (+2)
20 (+5)
10 (0)
15 (+2)
17 (+3)

Passive Perception: 16
Saving Throws: Str +9, Con +9, Cha +7
Skills: Athletics +9, Intimidate +7, Perception +6
Damage Resistances: acid, cold
Damage Immunities: bludgeoning, piercing, poison and slashing from nonmagical weapons
Condition Immunities: blindness, lightning, poisoned
Senses: blindsight 60 ft
Languages: understands Abyssal, Common, Infernal, Void Speech, but cannot speak; telepathy 100 ft.
Image

Innate Spellcasting. The eater of dust's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
3/day each: freedom of movement, inflict wounds, true strike
1/day each: cure wounds (as 3rd level), magic weapon (as 6th level), misty step
Regeneration. The eater of dust regains 5 hit points at the start of its turn. If it takes fire damage, this trait does not function at the start of its next turn. The eater of dust dies only if it starts its turn with 0 hit points and does not regenerate.
Unending Hunger. An eater of dust can devour any substance with its mawblade, regardless of composition, and never get full. It can even gain nourishment from eating dust or soil (hence the name given to the race by various fiends). If an eater of dust's mawblade is ever stolen, lost, or destroyed, it slowly starves to death.
Weapon Bond. A mawblade is part of the eater of dust. It can strike any creature as if it were magically enchanted and made of silver, iron, or other materials required to overcome immunities or resistances. An eater of dust always knows the location of its mawblade as if using the locate creature spell.
 

Actions

Multiattack. The eater of dust makes two mawblade attacks, or makes one mawblade attack and casts inflict wounds.
Mawblade. Melee Weapon Attack: +9 to hit, one target. Hit: 19 (4d6 + 5) piercing damage, and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.
Source tome of Beasts

Edimmu

Medium undead, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 15
Hit Points: 75 (10d8 + 30)
Speed: 0 ft., fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
19 (+4)
16 (+3)
12 (+1)
13 (+1)
13 (+1)

Passive Perception: 11
Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: blindsight 60 ft.
Languages: Common but can't speak
Image

Rejuvenation. If destroyed, an edimmu rises again in 2d4 days. Permanently destroying one requires properly burying its mortal remains in consecrated or hallowed ground. Edimmus rarely venture more than a mile from the place of their death.
Incorporeal Movement. The edimmu can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
 

Actions

Water Siphon. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 21 (6d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and it is stunned for 1 minute and gains one level of exhaustion. A stunned creature repeats the saving throw at the end of each of its turns, ending the stun on itself on a success. The hit point reduction lasts until the creature finishes a long rest and drinks abundant water or until it is affected by greater restoration or comparable magic. The target dies if this effect reduces its hit point maximum to 0.
Source tome of Beasts

Eel Hound

Medium fey, neutral
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 77 (14d8 + 14)
Speed: 30 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
16 (+3)
13 (+1)
6 (-2)
13 (+1)
16 (+3)

Passive Perception: 13
Skills: Perception +3, Stealth +5
Senses: darkvision 60 ft.
Languages: Sylvan
Image

Amphibious. The eel hound can breathe air and water.
Pack Tactics. The eel hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Slick Spittle. By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour.
Slithering Bite. A creature an eel hound attacks can't make opportunity attacks against it until the start of the creature's next turn.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14).
Source tome of Beasts

Einherjar

Medium humanoid, chaotic neutral
Challenge 7 (2,900 XP)

Armor Class: 18 (chain mail and shield)
Hit Points: 119 (14d8 + 56)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
16 (+3)
19 (+4)
10 (0)
14 (+2)
11 (0)

Passive Perception: 15
Skills: Animal Handling +5, Intimidation +6, Perception +5
Damage Resistances: piercing weapons that are nonmagical
Senses: darkvision 60 ft., truesight 60 ft.
Languages: Celestial, Common
Image

Asgardian Battleaxes. Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin's own hand.
Battle Loving. Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them.
Battle Frenzy. Once reduced to 30 hp or less, einherjar make all attacks with advantage.
Fearsome Gaze. The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage.
Innate Spellcasting. The einherjar's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will. less, spare the dying
1/day each. eath ward, spirit guardians
 

Actions

Multiattack. An einherjar makes three attacks with its Asgardian battleaxe or one with its handaxe.
Asgardian Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when used one handed or 17 (2d10 + 6) when used two-handed.
Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Source tome of Beasts

Eleinomae

Medium fey, chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 18
Hit Points: 112 (15d8 + 45)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
19 (+4)
16 (+3)
14 (+2)
14 (+2)
19 (+4)

Passive Perception: 15
Saving Throws: Str +4, Dex +7, Con +6, Int +5, Wis +5, Cha +7
Skills: Deception +7, Insight +5, Perception +5
Languages: Aquan, Common, Elvish, Sylvan
Image

Unearthly Grace. The eleinomae's Charisma modifier is added to its armor class (included above).
Reed Walk. The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn't cost it extra moment.
Innate Spellcasting. The eleinomae's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: dancing lights
3/day each: charm person, suggestion
2/day each: hallucinatory terrain, major image
 

Actions

Multiattack. The eleinomae makes three dagger attacks and one reed flower net attack.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage.
Reed Flower Net. Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10).
Source tome of Beasts

Elemental Locus

Gargantuan elemental, neutral
Challenge 17 (18,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 290 (20d20 + 80)
Speed: 5 ft.

STR
DEX
CON
INT
WIS
CHA
28 (+9)
1 (-5)
18 (+4)
10 (0)
11 (0)
11 (0)

Passive Perception: 16
Saving Throws: Int +6, Wis +6, Cha +6
Skills: Nature +6, Perception +6
Damage Resistances: bludgeoning, piercing, and slashing
Damage Immunities: acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 120 ft., tremorsense 120 ft.
Languages: Primordial
Image

Magic Resistance. The elemental locus has advantage on saving throws against spells and other magical effects.
Immortal. The elemental locus does not age and does not die when it drops to 0 hit points. If the elemental locus drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points. Its spawned elementals continue fighting whatever enemies attacked the elemental locus; if no enemies are present, they defend the locus's area.
Massive. The elemental locus is larger than most Gargantuan creatures, occupying a space of 60 by 60 feet. Its movement is not affected by difficult terrain or by Huge or smaller creatures. Other creatures can enter and move through the elemental locus's space, but they must make a successful DC 20 Strength (Athletics) check after each 10 feet of movement. Failure indicates they fall prone and can move no farther that turn.
Spawn Elementals. As a bonus action, the elemental locus loses 82 hit points and spawns an air, earth, fire, or water elemental to serve it. Spawned elementals answer to their creator's will and are not fully independent. The types of elementals the locus can spawn depend on the terrain it embodies; for example, an elemental locus of the desert can spawn earth, fire, and air elementals, but not water.
Siege Monster. The elemental locus deals double damage to objects and structures.
 

Actions

Multiattack. The elemental locus makes two slam attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.
Source tome of Beasts

Shadow Fey

Medium humanoid (elf), lawful evil
Challenge 1/4 (50 XP)

Armor Class: 15 (chain shirt)
Hit Points: 31 (7d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
10 (0)
11 (0)
11 (0)
13 (+1)

Passive Perception: 12
Skills: Arcana +2, Perception +2
Senses: darkvision 60 ft.
Languages: Common, Elvish, Umbral
Image

Fey Ancestry. The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
Innate Spellcasting. The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.
1/day: misty step (when in shadows, dim light, or darkness only)
Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Traveler in Darkness. The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
 

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source tome of Beasts

Shadow Fey Duelist

Medium humanoid (elf), lawful evil
Challenge 6 (2,300 XP)

Armor Class: 17 (studded leather)
Hit Points: 117 (18d8 + 36)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
20 (+5)
14 (+2)
13 (+1)
12 (+1)
16 (+3)

Passive Perception: 14
Saving Throws: Dex +8, Con + 5, Wis + 4, Cha +6
Skills: Arcana +4, Deception +6, Perception +4, Stealth +8
Senses: darkvision 60 ft.
Languages: Common, Elvish, Umbral
Image

Fey Ancestry. The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
Innate Spellcasting. The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.
3/day: misty step (when in shadows, dim light, or darkness only)
Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Traveler in Darkness. The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
 

Actions

Multiattack. The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.
 

Reactions

Parry. The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.
Source tome of Beasts

Shadow Fey Enchantress

Medium humanoid (shadow fey), lawful evil
Challenge 7 (2,900 XP)

Armor Class: 16 (breastplate)
Hit Points: 123 (19d8 + 38)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
14 (+2)
12 (+1)
17 (+3)
18 (+4)

Passive Perception: 16
Saving Throws: Dex +5, Wis +6, Cha +7
Skills: Arcana +4, Deception +7, Perception +6, Persuasion +7, Stealth +5
Senses: darkvision 60 ft.
Languages: Common, Elvish, Umbral
Image

Fey Ancestry. The shadow fey has advantage on saving throws against being charmed, and magic can't put her to sleep.
Innate Spellcasting. The shadow fey's innate spellcasting ability is Charisma. She can cast the following spells innately, requiring no material components.
4/day: misty step (when in shadows, dim light, or darkness only)
Spellcasting. The shadow fey is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). She knows the following bard spells.
Cantrips (at will): blade ward, friends, message, vicious mockery
1st level (4 slots): bane, charm person, faerie fire
2nd level (3 slots): enthrall, hold person
3rd level (3 slots): conjure fey, fear, hypnotic pattern
4th level (3 slots): confusion, greater invisibility, phantasmal killer
5th level (2 slots): animate objects, dominate person, hold monster
Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Traveler in Darkness. The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
 

Actions

Multiattack. The shadow fey makes two rapier attacks.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 17 (5d6) psychic damage.
Beguiling Whispers (recharge 5-6). The shadow fey speaks sweet words to a creature she can see within 60 feet, that can hear the enchantress. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws made to resist spells cast by the enchantress.
Leadership (recharges after a Short or Long Rest). The enchantress can utter a special command or warning to a creature she can see within 30 feet of her. The creature must not be hostile to the enchantress and it must be able to hear (the command is inaudible to all but the target creature). For 1 minute, the creature adds a d4 to its attack rolls and saving throws. A creature can benefit from only one enchantress's Leadership at a time. This effect ends if the enchantress is incapacitated.
Source tome of Beasts

Shadow Fey Forest Hunter

Medium humanoid (elf), lawful evil
Challenge 5 (1,800 XP)

Armor Class: 15 (chain shirt)
Hit Points: 104 (19d8 + 19)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
18 (+4)
12 (+1)
11 (0)
12 (+1)
16 (+3)

Passive Perception: 14
Saving Throws: Dex +7, Con +4, Cha +6
Skills: Arcana +3, Perception +4, Stealth +10, Survival +4
Senses: darkvision 60 ft.
Languages: Common, Elvish, Umbral
Image

Fey Ancestry. The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
Innate Spellcasting. The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.
3/day: misty step (when in shadows, dim light, or darkness only)
Sneak Attack (1/turn). The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn't incapacitated and the forest hunter doesn't have disadvantage on the attack roll.
Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Traveler in Darkness. The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
 

Actions

Multiattack. The shadow fey makes two ranged attacks.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.
Source tome of Beasts

Shadow Fey Guardian

Large humanoid (elf), neutral evil
Challenge 4 (1,100 XP)

Armor Class: 15 (chain shirt)
Hit Points: 110 (13d10 + 39)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
16 (+3)
6 (-2)
14 (+2)
8 (-1)

Passive Perception: 14
Saving Throws: Str +6, Con +5
Skills: Athletics +6, Perception +4
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Languages: Common, Elvish, Umbral
Image

Fey Ancestry. The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep
Innate Spellcasting. The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.
1/day: misty step (when in shadows, dim light, or darkness only)
Shadow's Vigil. The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision.
Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Traveler in Darkness. The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
 

Actions

Multiattack. The shadow fey makes two pike attacks.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
 

Reactions

Protect. The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction.
Source tome of Beasts

Emerald Eye

Tiny construct, chaotic evil
Challenge 1 (200 XP)

Armor Class: 14
Hit Points: 54 (12d4 + 24)
Speed: 0 ft., fly 30 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
3 (-4)
15 (+2)
14 (+2)
15 (+2)
12 (+1)
16 (+3)

Passive Perception: 13
Saving Throws: Dex +4, Con +4, Int +4
Skills: Acrobatics +4, Arcana +4, Deception +5, History +4, Perception +3, Persuasion +5, Religion +4
Damage Resistances: cold, fire; piercing damage
Damage Immunities: poison
Condition Immunities: blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious
Languages: Common, Draconic, telepathy 250 ft.
Image

Bound. An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action.
Immutable Form. The emerald eye is immune to any spell or effect that would alter its form.
 

Actions

Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage.
Attraction (Recharge 5-6). An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm's way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect.
Bind (3/Day). The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result.
Telepathic Lash (3/Day). An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round.
Source tome of Beasts

Empty Cloak

Medium construct, unaligned
Challenge 1/2 (100 XP)

Armor Class: 13 (natural armor)
Hit Points: 45 (10d8)
Speed: 0 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
10 (0)
10 (0)
10 (0)
1 (-5)

Passive Perception: 10
Saving Throws: Dex +4, Con +2
Skills: Stealth +4
Damage Resistances: bludgeoning
Damage Vulnerabilities: fire
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: understands Elvish and Umbral but can't speak
Image

Diligent Sentinel. Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom (Perception) checks.
Shadow Construction. Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit.
Wrapping Embrace. Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it.
 

Actions

Razor Cloak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Shadow Slam. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Shadow Snare. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: Large or smaller creatures are restrained. To escape, the restrained creature or an adjacent ally must use an action to make a successful DC 14 Strength check. The shadow snare has 15 hit points and AC 12.
Source tome of Beasts

Eonic Drifter

Medium humanoid (human), chaotic neutral
Challenge 1 (200 XP)

Armor Class: 13 (leather armor)
Hit Points: 65 (10d8 + 20)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
14 (+2)
18 (+4)
11 (0)
13 (+1)

Passive Perception: 10
Skills: Arcana +6, History +6
Languages: Common, Eonic, Giant, Sylvan
Image

 

Actions

Multiattack. The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter's future self (if present) can only use Drift Forward.
Time Warping Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.
Drift Backward (1/Day). A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter's stats and its full hit points, and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened, 2 = incapacitated, 3 = paralyzed, 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds.
Drift Forward (2/Day). The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self's turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn't reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self.
Source tome of Beasts

Erina Scrounger

Small humanoid (erina), neutral
Challenge 1/4 (50 XP)

Armor Class: 12 (leather armor)
Hit Points: 22 (4d6 + 8)
Speed: 20 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
12 (+1)
14 (+2)
13 (+1)
10 (0)
11 (0)

Passive Perception: 10
Damage Resistances: poison
Senses: darkvision 60 ft.
Languages: Common, Erina
Image

Keen Smell. The erina has advantage on Wisdom (Perception) checks that rely on smell.
Hardy. The erina has advantage on saving throws against poison.
Spines. An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.
 

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Source tome of Beasts

Erina Defender

Small humanoid (erina), neutral
Challenge 1 (200 XP)

Armor Class: 15 (chain shirt)
Hit Points: 44 (8d6 + 16)
Speed: 20 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
14 (+2)
14 (+2)
13 (+1)
12 (+1)
11 (0)

Passive Perception: 13
Skills: Athletics +4, Perception +3
Damage Resistances: poison
Senses: darkvision 60 ft.
Languages: Common, Erina
Image

Keen Smell. The erina has advantage on Wisdom (Perception) checks that rely on smell.
Hardy. The erina has advantage on saving throws against poison.
Spines. An enemy who hits the erina with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage.
 

Actions

Multiattack. The erina defender makes two attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
 

Reactions

Protect. The erina imposes disadvantage on an attack roll made against an ally within 5 feet of the erina defender.
Source tome of Beasts

Far Darrig

Small fey, neutral
Challenge 3 (700 XP)

Armor Class: 14 (hide armor)
Hit Points: 104 (16d6 + 48)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
17 (+3)
11 (0)
15 (+2)
17 (+3)

Passive Perception: 16
Saving Throws: Dex +5, Con +7, Cha +7
Skills: Nature +4, Animal Handling +6, Medicine +6, Perception +6, Survival +6
Senses: darkvision 60 ft.
Languages: Common, Elvish, Sylvan
Image

Innate Spellcasting. The far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Constant: magic weapon (antler glaive only), speak with animals
At will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk
3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider
1/day each: commune with nature, freedom of movement, nondetection, tree stride
 

Actions

Multiattack. The far darrig makes four antler glaive attacks.
Antler Glaive. Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.
Enchanted Glaive Maneuvers. A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach.
Source tome of Beasts

Fate Eater

Medium aberration, neutral
Challenge 6 (2,300 XP)

Armor Class: 16 (natural armor)
Hit Points: 182 (28d8 + 56)
Speed: 40 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
14 (+2)
18 (+4)
16 (+3)
9 (-1)

Passive Perception: 13
Saving Throws: Con +5
Skills: Arcana +7, History +7, Insight +6, Religion +7
Condition Immunities: charmed, unconscious
Senses: truesight 60 ft.
Languages: telepathy 100 ft.
Image

Innate Spellcasting. The fate eater's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:
1/day each: blink, hallucinatory terrain
Visionary Flesh. Eating the flesh of a fate eater requires a DC 15 Constitution saving throw. If successful, the eater gains a divination spell. If failed, the victim vomits blood and fails the next saving throw made in combat.
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage.
Spectral Bite. When a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate, changing the character's past or future. The target must roll 1d6 on the chart below for each critical hit that isn't negated by a successful DC 15 Charisma saving throw:
1- Seeing the Alternates: Suffers the effects of the confusion spell for 1d4 rounds
2- Untied from the Loom: Character’s speed is randomized for four rounds. Roll 3d20 at the start of each of the character’s turns to determine his or her speed in feet that turn
3- Shifting Memories: Permanently loses 2 from a random skill and gains 2 in a random untrained skill
4- Not So Fast: Loses the use of one class ability, chosen at random
5- Lost Potential: Loses 1 point from one randomly chosen ability score
6- Took the Lesser Path: The character’s current hit point total becomes his or her hit point maximum
Effects 3-6 are permanent until the character makes a successful Charisma saving throw. The saving throw is repeated after every long rest, but the DC increases by 1 after every long rest, as the character becomes more entrenched in this new destiny. Otherwise, these new fates can be undone by nothing short of a wish spell or comparable magic.
Source tome of Beasts

Fear Smith

Medium fey, chaotic neutral
Challenge 10 (5,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 123 (19d8 + 38)
Speed: 40 ft., climb 15 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
17 (+3)
14 (+2)
11 (0)
15 (+2)
18 (+4)

Passive Perception: 12
Saving Throws: Wis +6
Skills: Intimidate +6, Stealth +7
Damage Resistances: bludgeoning, piercing, and slashing from weapons that aren't made of cold iron
Condition Immunities: charmed, frightened
Senses: blindsight 30 ft.
Languages: Common, Elvish, Sylvan
Image

Distortion Gaze. Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith's eye starts its turn within 30 feet of the fear smith, the creature must make a successful DC 16 Wisdom saving throw or become disoriented. While disoriented, the creature falls prone each time it tries to move or take the Dash or Disengage action. To recover from disorientation, a creature must start its turn outside the fear smith's gaze and make a successful DC 16 Wisdom saving throw. To use this ability, the fear smith can't be incapacitated and must see the affected creature. A creature that isn't surprised can avert its eyes at the start of its turn to avoid the effect. In that case, no saving throw is necessary but the creature treats the fear smith as invisible until the start of the creature's next turn. If during its turn the creature chooses to look at the fear smith, it must immediately make the saving throw.
Hidden Eye. The fear smith has advantage on saving throws against the blinded condition.
Innate Spellcasting. The fear smith's innate spellcasting ability is Charisma (spell save DC 16). The fear smith can innately cast the following spells, requiring no verbal or material components:
At will: detect thoughts, fear
2/day each: charm person, command, confusion
Magic Resistance. The fear smith has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The fear smith makes three claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 creature. Hit: 16 (2d12 + 3) slashing damage. If the target is disoriented by Distortion Gaze, this attack does an additional 13 (3d8) psychic damage and heals the fear smith by an equal amount.
Heartstopping Stare. The fear smith terrifies a creature within 30 feet with a look. The target must succeed on a DC 16 Wisdom saving throw or be stunned for 1 round and take 13 (3d8) psychic damage and heal the fear smith by an equal amount.
Source tome of Beasts

Fellforged

Medium construct, lawful evil
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 135 (18d8 + 54)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
17 (+3)
12 (+1)
14 (+2)
15 (+2)

Passive Perception: 12
Saving Throws: Str +8
Damage Resistances: acid, cold, fire, lightning
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: any languages it knew in life
Image

Expelled Spirit. While the fellforged body was made to bind spirits, the wraith within is vulnerable to turning attempts. Any successful turn attempt exorcises the wraith from its clockwork frame. The expelled wraith retains its current hp total and fights normally. The construct dies without an animating spirit.
Sunlight Sensitivity. While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unnatural Aura. All animals, whether wild or domesticated, can sense the unnatural presence of fellforged at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so, and they remain panicked as long as they are within that range.
 

Actions

Multiattack. The fellforged makes two necrotic slam attacks.
Necrotic Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the total damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Violent Escapement. With little regard for the clockwork bodies they inhabit, fellforged wraiths can stress and strain their mechanisms in such a violent manner that flywheels become unbalanced, gears shatter, and springs snap. As a bonus action, this violent burst of gears and pulleys deals 7 (2d6) piercing damage to all foes within 5 feet who fail a DC 14 Dexterity saving throw. Each use of this ability imposes a cumulative reduction in movement of 5 feet upon the fellforged. If its speed is reduced to 0 feet, the fellforged becomes paralyzed.
Source tome of Beasts

Fext

Medium undead, any alignment
Challenge 6 (2,300 XP)

Armor Class: 17 (natural armor)
Hit Points: 60 (11d8+11)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
1 (-5)
14 (+2)
12 (+1)
18 (+4)

Passive Perception: 14
Saving Throws: Dex +6, Wis +4, Cha +7
Skills: Perception +4
Damage Resistances: bludgeoning, piercing, and slashing damage with nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: the languages spoken by its patron
Image

Innate Spellcasting. The fext's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: hex
3/day each: counterspell, fear, gaseous form
1/day each: hold monster, true seeing
Magic Resistance. The fext has advantage on saving throws against spells and other magical effects.
Magic Weapons. The fext's weapon attacks are magical.
Patron Blessing. A fext is infused with a portion of their patron's power. They have an Armor Class equal to 10 + their Charisma modifier + their Dexterity modifier.
 

Actions

Multiattack. The fext makes two melee or ranged attacks.
Eldritch Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 16 (3d10) force damage.
Eldritch Fury. Ranged Weapon Attack: +6 to hit, range 60/200 ft., one creature. Hit: 25 (4d10 + 3) force damage.
Source tome of Beasts

Bear King

Medium fey (shapechanger), lawful neutral
Challenge 12 (8,400 XP)

Armor Class: 18 (natural armor)
Hit Points: 133 (14d8 + 70)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (0)
20 (+5)
12 (+1)
17 (+3)
16 (+3)

Passive Perception: 17
Saving Throws: Str +9, Dex +4, Wis +7
Skills: Athletics +9, Intimidate +7, Perception +7
Damage Resistances: cold
Damage Immunities: poison; bludgeoning, slashing, and piercing from nonmagical weapons that aren't made of cold iron
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Common, Elvish, Giant, Sylvan
Image

Alternate Form. As a bonus action, the Bear King can assume the form of a shaggy grizzly bear, or a hybrid of his humanoid and bear forms. In alternate form the Bear King's size increases to Large, and he can make bite and claw attacks. He remains in this form until he returns to human form as a bonus action or he falls unconscious or dies.
Keen Smell. The Bear King has advantage on Perception (Wisdom) checks that rely on smell.
Legendary Resistance (3/day). If the Bear King fails a saving throw, he can choose to succeed instead.
Regeneration (Alternate Form only). The Bear King regains 10 hit points at the start of his turn if he has at least 1 hit point.
Bear King's Lair. On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can’t use the same effect two rounds in a row:
- The Bear King magically conjures up a swarm of eight giant bees (use giant wasp statistics) to defend his lair. The bees act immediately, and on initiative count 20 in subsequent rounds. The bees remain until they’re killed or until the Bear King dismisses them as an action. The Bear King can use this action again, but no more than eight giant bees can be present at a time.
- The Bear King targets a creature within the lair that he can see. The creature must succeed on a DC 15 Constitution saving throw or be magically transformed into a brown bear as if by a polymorph spell. At the beginning of its turn, a transformed creature repeats the saving throw. If it fails, the creature must use its action to attack one of the Bear King’s foes. If it succeeds, the effect ends and the creature returns to its normal form. The effect lasts until the creature succeeds on the saving throw or until the Bear King uses this lair action again.
- The Bear King causes the ground in a 20-foot radius to tremble and shake. Any creatures in the affected area must succeed on a DC 15 Strength saving throw or suffer 7 (2d6) bludgeoning damage and fall prone. The ground continues to tremble until initiative count 20 on the following round, during which time the area is difficult terrain.
Regional Effects. The region surrounding Gloaming Crag is warped by the Bear King’s magic, which creates one or more of the following effects:
- Within 10 miles of the Bear King’s lair, creatures have disadvantage on saving throws made to avoid contracting lycanthropy from a werebear.
- Bees within 10 miles of the Bear King’s lair are easily agitated quick to attack. Insect swarms (bees or hornets) are common in the area, but they tend to ignore locals.
- Emotions within 5 miles of the Bear King’s lair run high. Arguments quickly descend into physical scuffles and enjoyable get-togethers are likely to become raucous carousing or even brawls.
If the Bear King dies, conditions in the area surrounding the lair return to normal over the course of 1d6 days.
 

Actions

Multiattack. The bear king makes two ranged attacks or two melee attacks. In hybrid or grizzly bear form he can also make one additional bite attack.
Bite (Grizzly or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. A target creature other than a construct or undead must make a successful DC 17 Constitution saving throw at the start of each of its turns or lose 10 (3d6) hit points from blood loss. Each time the Bear King hits the wounded creature with this attack, the hit point loss increases by 10 (3d6). A creature can take an action to staunch the bleeding on itself or an adjacent ally with a successful DC 12 Wisdom (Medicine) check. The bleeding also stops if the creature receives any magical healing.
Claws (Grizzly or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Maul (Human or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. A creature hit by two maul attacks in the same turn must succeed on a DC 17 Strength saving throw or fall prone.
Javelin (Human Form Only). Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
 

Legendary Actions

The Bear King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Bear King regains spent legendary actions at the start of his turn.
Melee Attack. The Bear King makes a claw or maul attack.
Honey Toss. The Bear King reaches into the jar he carries at his side and hurls a glob of honey at a target within 30 feet as a ranged weapon attack (+9 to hit). If the attack hits, the creature is restrained (escape DC 17).
Frightful Roar (2 actions). The Bear King lets out a bloodcurdling roar. All creatures within 90 feet who can hear the Bear King must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature that makes its save, or who the effect ends for, is immune to the Frightful Roar for 24 hours. The bear king's allies are unaffected.
Source tome of Beasts

Lord Of The Hunt

Medium fey, lawful neutral
Challenge 18 (20,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 229 (27d8 + 108)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
18 (+4)
19 (+4)
14 (+2)
18 (+4)
15 (+2)

Passive Perception: passive Perception 20
Saving Throws: Str +11, Wis +10, Cha +8
Skills: Athletics +11, Perception +10, Survival +10
Damage Resistances: bludgeoning, piercing, and slashing from weapons that aren't made of cold iron
Damage Immunities: cold, poison
Condition Immunities: exhaustion, charmed, frightened, poisoned
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Common, Draconic, Elvish, Sylvan
Image

Expert Rider. While the Lord of the Hunt is mounted, any attack directed at his steed targets the rider instead. The steed uses the Lord of the Hunt's saving throws. If the mount succeeds on a saving throw against a damaging effect, it takes no damage.
Innate Spellcasting. The lord of the hunt's innate spellcasting ability score is Charisma (save DC 16). The Lord of the Hunt can innately cast the following spells, requiring no material components.
At will: druidcraft, hunter's mark, phantom steed
3/day each: commune with nature, conjure volley
1/day: conjure fey (conjured creatures vanish if the Lord of the Hunt's concentration is broken)
Legendary Resistance (3/day). If the Lord of the Hunt fails a saving throw, he can choose to succeed instead.
Magic Weapons. The Lord of the Hunt's weapon attacks are magical.
Lord of the Hunt's Lair. On initiative count 20 (losing initiative ties), the Lord of the Hunt takes a lair action to cause one of the following effects; the Lord of the Hunt can’t use the same effect two rounds in a row:
- The Lord of the Hunt chooses a point he can see within the lair. Plants erupt from the ground in a 20-foot radius surrounding that point, creating difficult terrain. Any creatures in the area at the start of their turn, or who enter the area for the first time on a turn, must make a successful DC 15 Dexterity saving throw or become restrained by the vines and take 13 (3d8) poison damage. A creature can be freed if it or an adjacent ally uses an action to make a successful DC 15 Strength check. This effect lasts until the Lord of the Hunt uses this lair action again, or dies.
- The Lord of the Hunt lets out a war cry. A creature the Lord can see within 120 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.
- The Lord of the Hunt magically marks a target he can see within 120 feet. The Lord has advantage on attack rolls against the marked target. The mark lasts until initiative count 20 on the following turn.
Regional Effects. The region containing Lord of the Hunt’s encampment is warped by his magic, which creates one or more of the following effects:
- Game animals become plentiful within 3 miles of the lair. Wisdom (Survival) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don’t take kindly to poachers.
- Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices.
- Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness.
When the Lord of the Hunt breaks camp or dies, the area around the previous campsite returns to normal immediately.
 

Actions

Multiattack. The Lord of the Hunt makes three melee attacks or ranged attacks
Huntsman's Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14 (2d8 + 5) piercing damage if used in two hands, plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. As a bonus action, the Lord of the Hunt can cause his spear to magically appear in his hand, even if it is destroyed.
Howling Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage.
 

Reactions

Parry. The Lord of the Hunt adds 6 to his AC against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon.
 

Legendary Actions

The Lord of the Hunt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Lord of the Hunt regains spent legendary actions at the start of his turn.
Strike. The Lord of the Hunt makes a huntsman's spear attack or a howling longbow attack.
Tenacious Stride. The Lord of the Hunt moves half his speed, or half the speed of any steed he rides.
Call the Hunt (2 actions). The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw against this magic or be charmed by the Lord of the Hunt for 8 hours. A charmed creature joins the wild hunt and follows the verbal instructions of the Lord of the Hunt, treating all former allies as enemies. If a charmed creature damages or is damaged by a former ally, it can repeat the saving throw at the end of its turn, ending the effect on itself on a success. Once a creature successfully saves or the effect ends for it, it is immune to Call the Hunt for the next 24 hours.
Source tome of Beasts

Moonlit King

Medium fey, neutral good
Challenge 17 (18,000 XP)

Armor Class: 17 (half plate)
Hit Points: 170 (20d8 + 80)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
20 (+5)
18 (+4)
20 (+5)
18 (+4)
20 (+5)

Passive Perception: 20
Saving Throws: Con +10, Wis +10, Cha +11
Skills: Arcana +11, Perception +10
Damage Resistances: acid; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron.
Damage Immunities: cold, fire, poison
Condition Immunities: charmed, frightened, poisoned
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Umbral; telepathy 100 ft.
Image

Control Moonlight. As a bonus action, the Moonlit King can cause all areas of moonlight within 100 feet to move up to 10 feet.
Innate Spellcasting. The Moonlit King's innate spellcasting ability score is Charisma (save DC 19, +11 to hit with spell attacks). The Moonlit King can innately cast the following spells, requiring no material components.
At will: continual flame, detect evil and good, invisibility (self only), moonbeam, zone of truth
3/day each: blight, dispel evil and good, dispel magic
1/day each: demiplane, heal
Legendary Resistance (3/day). If the Moonlit King fails a saving throw, he can choose to succeed instead.
Magic Weapons. The Moonlit King's weapon attacks are magical, and deal an extra 7 (2d6) radiant damage (included below).
Moonlit King's Lair. On initiative count 20 (losing initiative ties), the Moonlit King takes a lair action to cause one of the following effects; the Moonlit King can’t use the same effect two rounds in a row:
- The Moonlit King creates four beams of moonlight at four points he can see within 100 feet. The beams each illuminate a 10-foot radius with dim light. These moon beams last until the Moonlit King uses this action again, or until he dies.
- The Moonlit King chooses a point he can see within 100 feet. Disembodied whispers speaking of despair and failure fill a 30-foot radius from that point. All creatures other than fiends in the area must succeed on a DC 15 Wisdom saving throw or become frightened until initiative count 20 on the following round.
- The Moonlit King magically summons four shadow demons. The demons appear in unoccupied spaces the Moonlit King can see within 60 feet. The demons act immediately and remain until initiative count 20 on the following round.
Regional Effects. The region containing the Moonlit King’s lair is warped by the fey lord’s magic, which creates one or more of the following effects:
- Dreams and fears take on a life of their own. Minor visual and auditory hallucinations plague creatures within 6 miles of the lair.
- The Moonlit King can communicate telepathically with and share the senses of any stryx within 10 miles of his lair.
- Weather conditions don’t inhibit moonlight shining within 10 miles of the lair; clouds part, rain seems to channel moonbeams, snow takes on a luminous silver glow.
If the Moonlit King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
 

Actions

Multiattack. The Moonlit King makes three attacks with either his crystal staff or his moon bolt.
Crystal Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) radiant damage. A target that is struck by the staff two or more times in one turn must make a successful DC 17 Constitution saving throw or be stunned until the end of its next turn.
Moon Bolt. Ranged Spell Attack: +11 to hit, range 150/600 ft., one target. Hit: 22 (4d10) radiant damage. If the target is a creature in a form other than its natural form, it takes an additional 22 (4d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its natural form. When the moon bolt hits a target, moonlight glows in a 10-foot radius from that point, creating dim light. The light is stationary and lasts until the end of the Moonlit King's next turn.
Fearful Shadows (Recharge 5-6). The Moonlit King magically animates the shadows of all foes within 60 feet of himself. The animated shadows attack the creatures who cast them. All affected creatures in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 19 Dexterity saving throw. A creature that fails the saving throw also loses 1d4 points from its Strength score. A creature reduced to 0 Strength is unconscious until it regains at least 1 point of Strength. Strength lost to fearful shadows returns when the creature finishes a short or long rest.
Summon Devil (1/Day). The Moonlit King magically summons a lunar devil. The summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 10 minutes, until its summoner dies, or until its summoner dismisses it as an action.
 

Reactions

Shadow Slip. The Moonlit King takes on the quality of his manifest delusions when he is targeted by an attacker he can see. He becomes nearly insubstantial, so that the attack roll is made with disadvantage. If the attack hits, the Moonlit King takes half damage.
 

Legendary Actions

The Moonlit King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Moonlit King regains spent legendary actions at the start of his turn.
Staff. The Moonlit King makes a crystal staff attack.
Lightwalking. The Moonlit King teleports from one area of moonlight to another within 100 feet.
Aura of Madness (2 actions). While he is standing in an area of moonlight, the Moonlit King can spread his madness to other creatures within 30 feet. A creature other than a fiend that starts its turn in the aura or enters it for the first time on a turn (including when the aura is created) must succeed on a DC 19 Charisma saving throw or be confused (as if affected by the confusion spell) until the start of its next turn. The aura lasts until the start of the Moonlit King's next turn.
Source tome of Beasts

Queen Of Night And Magic

Medium fey, neutral evil
Challenge 21 (33,000 XP)

Armor Class: 15 (18 with mage armor)
Hit Points: 180 (24d8 + 72)
Speed: 30 ft., fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
12 (+1)
20 (+5)
17 (+3)
20 (+5)
18 (+4)
26 (+8)

Passive Perception: 21
Saving Throws: Con +10, Wis +11
Skills: Arcana +12, Deception +15, Intimidation +15, Perception +11, Stealth +12
Damage Resistances: fire, lightning
Damage Immunities: cold; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron
Condition Immunities: charmed, frightened
Senses: truesight 120 ft.
Languages: Celestial, Common, Elvish, Sylvan, Umbral; telepathy 120 ft.
Image

Legendary Resistance (3/day). If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead.
Magic Resistance. The Queen of Night and Magic has advantage on saving throws against spells and other magical effects.
Shadowborn. When in lighting other than bright light, the Queen of Night and Magic has advantage on Dexterity (Stealth) checks made to hide, and she can hide even while being observed.
Spellcasting. The Queen of Night and Magic is an 18th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The Queen knows the following sorcerer spells:
Cantrips (at will): blade ward, chill touch, dancing lights, mage hand, prestidigitation, ray of frost
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): darkness, mirror image
3rd level (3 slots): blink, fear
4th level (3 slots): confusion, greater invisibility
5th level (3 slots): cone of cold, teleportation circle
6th level (1 slot): circle of death
7th level (1 slot): plane shift, prismatic spray
8th level (1 slot): dominate monster
9th level (1 slot): meteor swarm
The Queen of Night and Magic's Lair. On initiative count 20 (losing initiative ties), the Queen of Night and Magic takes a lair action to cause one of the following effects; the Queen of Night and Magic can’t use the same effect two rounds in a row:
- The Queen wills darkness to overpower the light. All bright light sources in the lair shed only dim light to their normal bright light radius, and dim light sources are extinguished. This lasts until the Queen dismisses the effect or dies.
- An opaque wall of writhing shadows springs up from a solid surface within 120 feet of the Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) necrotic damage. Creatures in the wall’s space are pushed 5 feet out of the wall’s space, appearing on whichever side of the wall they choose. A creature can move through the wall, but the semimaterial shadow resists intrusion. For every foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, any creature that, during its own turn, occupies any part of the wall’s space takes 18 (4d8) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to radiant damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the Queen uses this lair action again, or until she dies.
- The Queen targets one creature within 60 feet of her and assails its mind with visions of hopelessness and despair. The creature must succeed on a DC 15 Wisdom saving throw or be stunned until initiative count 20 on the next round.
Regional Effects. The region containing the Queen of Night and Magic’s lair is warped by her magic, which creates one or more of the following effects:
- Shadows come to life within 6 miles of the Queen’s lair. Most of the time these living shadows are unnerving and nothing more, but when a creature acts against the interests of the Queen, the shadows can interfere and cause any relevant die roll to be made with disadvantage.
- Magic saturates the area within 6 miles of the lair, causing minor random effects similar to a prestidigitation cantrip.
- The Queen of Night and Magic can cast her senses to any area containing darkness, dim light, or shadows within 6 miles of her lair, similar to a clairvoyance spell.
While the Summer Court rules, the regional effects of the Queen’s lair extend into the Winter Palace, but they are diminished and weaker than normal. During the Winter Court’s reign, the Winter Palace is not subject to the regional effects. If the Queen of Night and Magic dies, conditions in the area surrounding the lair gradually return to normal over the course of 2d10 days.
 

Actions

Multiattack. The Queen of Night and Magic makes three attacks with her rapier or with star strike.
Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) cold damage.
Shadow Rift (Recharge 5-6). The Queen of Night and Magic creates a shadowy rift in a 20-foot sphere centered on a point she can see within 150 feet. Any creature within the rift takes 72 (16d8) cold damage, or half damage with a successful DC 23 Constitution saving throw. Creatures that fail the saving throw are also restrained by icy wisps of shadow. A restrained creature repeats the saving throw at the end of its turn, ending the restrained condition on a success.
Star Strike. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 9 (2d8) fire damage plus 9 (2d8) radiant damage.
Teleport. The Queen of Night and Magic teleports to an unoccupied space up to 60 feet away.
Unravel. The Queen of Night and Magic targets a creature, object, or magical effect that she can see. For every spell affecting the target, the Queen makes a Charisma check; the DC equals 10 + the spell's level. On a success, the spell is dispelled.
 

Reactions

Sudden Fraying. When the Queen of Night and Magic is targeted by a spell or included in a spell's area, she can use her Unravel ability on it. The Queen does not need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell.
 

Legendary Actions

The Queen of Night and Magic can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Queen of Night and Magic regains spent legendary actions at the start of her turn.
Cantrip. The Queen of Night and Magic casts a cantrip.
Swirling Stars. The Queen of Night and Magic makes one star strike attack. Having a foe within 5 feet of the Queen doesn't cause this attack to be made with disadvantage.
Teleport. The Queen of Night and Magic uses her Teleport ability.
Spell (2 actions). The Queen of Night and Magic casts a spell.
Source tome of Beasts

Queen Of Witches

Large fey, neutral
Challenge 17 (18,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 123 (13d10 + 52)
Speed: 40 ft., fly 50 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
22 (+6)
10 (0)
19 (+4)
16 (+3)
18 (+4)
22 (+6)

Passive Perception: 19
Saving Throws: Dex +6, Wis +10, Cha +12
Skills: Arcana +9, Deception +12, History +9, Insight +10, Perception +10
Damage Resistances: fire, cold; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron
Damage Immunities: radiant
Condition Immunities: blinded, charmed, frightened
Senses: truesight 60 ft.
Languages: Celestial, Common, Draconic, Elvish, Sylvan, Umbral
Image

Absorb the Weave. When Nicnevin counters or dispels a spell, she heals damage equal to twice the spell level.
Innate Spellcasting. Nicnevin's spellcasting attribute is Charisma (save DC 19, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: faerie fire, hex, misty step, silent image, tongues
3/day each: chain lightning, counterspell, dispel magic, hypnotic pattern, teleportation circle
2/day each: bestow curse, feeblemind, mass suggestion, flesh to stone
1/day each: power word kill, sleep (9th level), true polymorph
Magic Resistance. Nicnevin has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/day). If Nicnevin fails a saving throw she can choose to succeed instead.
Token of Favor. As an action, Nicnevin can cut a lock of her copper hair and twist it into a token for a creature she chooses. As long as that creature carries the token, it gains the magic resistance trait (see above). Nicnevin can revoke her favor at any time as a bonus action. When that happens, the creature loses the benefit of the token and, if Nicnevin wishes, the creature also has disadvantage on saving throws against spells and other magical effects for 24 hours.
The Queen of Witches's Lair. On initiative count 20 (losing initiative ties), Nicnevin takes a lair action to cause one of the following effects; Nicnevin can’t use the same effect two rounds in a row:
- Nicnevin causes a searing flare of moonlight to burst from a point she can see within 100 feet. All creatures Nicnevin chooses within 30 feet of that point take 13 (3d8) radiant damage, or half damage with a successful DC 15 Wisdom saving throw. Creatures not in their natural form have disadvantage on the saving throw, and if they fail, they revert to their natural form immediately (this does not affect any shape-changing effect created by Nicnevin).
- A wall of softly glowing crystal springs up from a solid surface in the lair. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light out to 10 feet. Creatures within the wall’s area when it appears must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) radiant damage. The creature is pushed out of the wall’s space to whichever side it chooses. Each 5-foot section of the wall has AC 15, 10 hit points, resistance to fire, slashing, and piercing damage, immunity to poison and psychic damage, and vulnerability to thunder. The wall lasts until Nicnevin uses this action again or dies.
- Until initiative count 20 on the following round, any creatures other than fey who attempt to cast a spell must succeed on a DC 15 Constitution saving throw or the spell fails and the spell slot is expended. A creature becomes aware of this effect the moment it begins casting a spell, and it can choose to take a different action instead.
Regional Effects. The region containing Nicnevin’s lair is warped by the queen’s magic, which creates one or more of the following effects:
- Calling Nicnevin’s name under the light of the moon within 10 miles of her lair draws Nicnevin’s attention (as if she cast a scrying spell). She may visit the supplicant and hear a request, especially if the request is repeated on multiple nights. For 24 hours after the invocation, Nicenvin has a connection to the area that allows her to target it with teleportation circle.
- Despite the weather, the moon is always visible for most of the night within 10 miles of the lair. Cloud cover has many breaks, or the moon’s light sharply penetrates the clouds.
- Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist.
If Nicnevin dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
 

Actions

Multiattack. Nicnevin makes two attacks, or makes one attack and casts a spell.
Moonsilver Ring. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) radiant damage. The moonsilver ring is a magical weapon.
Blast. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 11 (1d10 + 6) force damage. A creature hit by a blast must succeed on a DC 19 Strength saving throw or be pushed 10 feet directly away from Nicnevin.
 

Legendary Actions

Nicnevin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Nicnevin regains spent legendary actions at the start of its turn.
Attack. Nicnevin makes one attack.
Spell (2 actions). Nicnevin casts a spell.
Teleport. Nicnevin magically teleports to an unoccupied space she can see within 40 feet.
Source tome of Beasts

River King

Medium fey, chaotic neutral
Challenge 16 (15,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 152 (16d8 + 80)
Speed: 30 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
17 (+3)
20 (+5)
14 (+2)
13 (+1)
17 (+3)

Passive Perception: 16
Saving Throws: Dex +8, Con +10, Wis +6
Skills: Intimidation +8, Nature +7, Perception +6, Stealth +8
Damage Resistances: fire, cold, thunder; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron
Damage Immunities: lightning
Condition Immunities: exhaustion
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Common, Elemental, Elvish, Giant
Image

Amphibious. The River King can breathe air and water.
Innate Spellcasting. The River King's innate spellcasting ability score is Charisma (save DC 16, +8 to hit with spell attacks). The River King can innately cast the following spells, requiring no material components.
At will: create or destroy water, shocking grasp, water breathing
3/day each: freedom of movement, control water
1/day: chain lightning
Legendary Resistance (3/day). If the River King fails a saving throw, he can choose to succeed instead.
Magic Weapons. The River King's weapon attacks are magical and do an extra 10 (3d6) lightning damage (included below).
The River King's Lair. On initiative count 20 (losing initiative ties), the River King takes a lair action to cause one of the following effects; the River King can’t use the same effect two rounds in a row:
- The fey river swells and rushes over the land, or the walls of the Hall buckle and allow the torrent in. The River King chooses a 10-foot-wide path up to 60 feet long. Each creature in the path of the water must make a DC 15 Strength saving throw. Creatures that fail the save are swept 20 feet down the path of the water and take 9 (2d8) bludgeoning damage.
- The River King targets a creature he can see within 60 feet. That creature’s mouth and throat fill with river water. The creature must make a DC 15 Constitution saving throw. On a success, the creature manages to hold its breath, but on a failure, it begins to suffocate. A suffocating but conscious creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Another creature within 5 feet can use an action to make a DC 15 Wisdom (Medicine) check. On a success, the suffocating creature coughs up the water and the effect ends. Otherwise the effect lasts until the River King uses this action again or dies.
- The River King targets a creature he can see within 120 feet. His commanding presence overwhelms the creature, who must make a DC 15 Charisma saving throw. On a failure, the creature is charmed by the River King until initiative count 20 on the following round.
Regional Effects. The region containing the River King’s lair is warped by its magic, which creates one or more of the following effects:
- The current of rivers and streams within 6 miles of the lair becomes strong and erratic. Creatures without a swim speed who start their turns in running water must succeed on a DC 15 Strength (Athletics) check or be swept 60 feet downriver.
- Lakes, ponds, rivers, and streams within 6 miles of the lair teem with fish and other wildlife.
- Rain and thunderstorms are common within 6 miles of the lair, and often build to torrential downpours that create heavy obscurement and cause waterways to overflow their banks.
If the River King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
 

Actions

Multiattack. The River King makes three attacks with his longsword and/or flood blast, in any combination.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) lightning damage.
Flood Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) bludgeoning damage. A target creature must succeed on a DC 16 Strength saving throw or be knocked prone and pushed up to 60 feet at the River King's choosing.
Grasping Whirlpool (Recharge 5-6). The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex fills a cylinder with a 10-foot radius and 15 feet high. Creatures in the area must make a successful DC 16 Strength saving throw or take 11 (2d10) bludgeoning damage and be restrained and unable to breathe. On a successful save, the creature is pushed to the edge of the area. A restrained creature can escape from the whirlpool by using an action to make a successful DC 16 Strength check. A creature that's in the whirlpool at the end of its turn takes 11 (2d10) bludgeoning damage in addition to any effects from being unable to breathe. Creatures with a swim speed have advantage on the saving throw and the Strength check to escape. The whirlpool lasts for 1 minute or until the River King uses this ability again.
 

Reactions

Blade Current. When a creature within the River King's melee reach stands up from prone, the River King can make a longsword attack on that creature with advantage.
 

Legendary Actions

The River King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The River King regains spent legendary actions at the start of his turn.
Longsword. The River King makes a longsword attack.
Flow. The River King moves half his speed without provoking opportunity attacks.
Ripple (2 Actions). The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, all attacks against him have disadvantage.
Source tome of Beasts

Snow Queen

Medium fey, neutral evil
Challenge 16 (15,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 123 (19d8 + 38)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
18 (+4)
14 (+2)
18 (+4)
20 (+5)
18 (+4)

Passive Perception: 20
Saving Throws: Dex +9, Con +7, Cha +9
Skills: Perception +10, Stealth +9
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't cold iron
Damage Immunities: cold
Condition Immunities: charmed, frightened, exhaustion
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Common, Elvish, Giant, Sylvan
Image

Innate Spellcasting. The Snow Queen's innate spellcasting ability score is Charisma (save DC 17, +9 to hit with spell attacks). The Snow Queen can innately cast the following spells, requiring no material components.
At will: fog cloud, magic missile, ray of frost
3/day each: chill metal (as heat metal, but does cold damage), freezing sphere
1/day: cone of cold
Legendary Resistance (3/day). If the Snow Queen fails a saving throw, she can choose to succeed instead.
Magic Weapons. The Snow Queen's weapon attacks are magical and do an extra 7 (2d6) cold damage (included below).
Winter Step. The Snow Queen ignores difficult terrain caused by ice and snow. She can walk on vertical and horizontal surfaces that are covered by ice or snow.
The Snow Queen's Lair. On initiative count 20 (losing initiative ties), the Snow Queen takes a lair action to cause one of the following effects; the Snow Queen can’t use the same effect two rounds in a row:
- A wall of dense snow springs into existence within 120 feet of the Snow Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in the wall’s area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 18 (4d8) cold damage and is pushed 5 feet out of the wall’s space, on whichever side of the wall it chooses. A creature that touches the wall at any time takes the same damage. Each 10-foot section of the wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the Snow Queen uses this action again, or she dies.
- Icy wind and stinging snow swirls around the Snow Queen. All creatures that aren’t immune to cold damage have disadvantage when making saving throws against cold damage or cold-based effects while within 60 feet of the Snow Queen. This effect lasts until initiative count 20 on the following round.
- The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the Snow Queen’s foes. Attack rolls against the Snow Queen and her allies within the lair have disadvantage until initiative count 20 on the following round.
Regional Effects. The region containing the Snow Queen’s lair is warped by the fey lady’s magic, which creates one or more of the following effects:
- Within 10 miles of the lair, snow and ice resist melting. Snow and ice can be melted only with prolonged contact with fire.
- The sky is overcast most of the time within 10 miles of the lair, and snowfall is common. The area is difficult terrain for Tiny, Small, and Medium creatures because of deep snow.
- Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair.
If the Snow Queen dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
 

Actions

Multiattack. The Snow Queen makes two attacks in any combination of her claws and her ice crown.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage.
Ice Crown. Ranged Weapon Attack: +9 to hit, range 80/320ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target's speed is reduced by 10 feet until the end of its next turn.
Cold Snap (Recharge 5-6). The Snow Queen causes the temperature around her to drop dramatically. Every creature within 30 feet of the Snow Queen must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion. Immunity to cold grants immunity to Cold Snap.
 

Reactions

Frozen Shards. When the Snow Queen is hit by a melee attack, she can strike her attacker with shards from her icy crown. The attacker takes 11 (2d10) piercing damage and 11 (2d10) cold damage, or no damage with a successful DC 17 Dexterity saving throw.
 

Legendary Actions

The Snow Queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Snow Queen regains spent legendary actions at the start of her turn.
Ice Crown. The Snow Queen makes an ice crown attack.
Snowblind. One target that the Snow Queen can see within 100 feet must succeed on a DC 17 Constitution saving throw or be blinded by swirling snow until the end of its next turn.
Snowfall Mantle (2 Actions). The Snow Queen throws her mantle of snow at a point she can see within 60 feet. An area within 30 feet of that point instantly becomes covered in deep snow. Creatures in the area must succeed on a DC 17 Strength saving throw or be restrained. The area becomes difficult terrain, costing 2 feet of movement for every 1 foot moved. The difficult terrain lasts until the end of the Snow Queen's next turn, at which time her mantle returns to her shoulders.
Source tome of Beasts

Feyward Tree

Huge construct, unaligned
Challenge 8 (3,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 94 (9d12 + 36)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
10 (0)
18 (+4)
2 (-4)
11 (0)
6 (-2)

Passive Perception: 13
Saving Throws: Con +7, Wis +3, Cha +1
Skills: Perception +3
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: -
Image

Magic Resistance. A feyward tree has advantage on saving throws against spells and other magical effects.
Contractibility and Conductivity. Certain spells and effects function differently against feyward trees:
A magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds.
A magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp, it gains any excess as temporary hp. The tree gets no saving throw against lightning effects.
Immutable Form. The feyward tree is immune to any spell or effect that would alter its form.
Magic Weapons. The feyward tree's weapon attacks are magical.
Warden's Reach. Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach.
 

Actions

Multiattack. The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it.
Razor-Leafed Branch. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
Flaying Leaves (Recharge 5-6). The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-footradius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one.
Source tome of Beasts

Firebird

Small celestial, neutral good
Challenge 4 (1,100 XP)

Armor Class: 16 (natural armor)
Hit Points: 99 (18d6 + 36)
Speed: 20 ft., fly 100 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
19 (+4)
14 (+2)
16 (+3)
15 (+2)
21 (+5)

Passive Perception: 17
Saving Throws: Dex +6, Con +4, Int +5, Wis +4, Cha +7
Skills: Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5
Damage Resistances: lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire
Condition Immunities: charmed, frightened, invisible
Senses: truesight 60 ft.
Languages: Celestial, Common, Elvish, Primordial, Sylvan
Image

Innate Spellcasting. The firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: guidance, purify food and drink, speak with animals
3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues
1/day each: geas, heal, reincarnate
Light of the World. The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch.
Warming Presence. The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature.
 

Actions

Multiattack. The firebird makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.
Blinding Ray (Recharge 5-6). The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half.
Source tome of Beasts

Firegeist

Small elemental, neutral evil
Challenge 2 (450 XP)

Armor Class: 14
Hit Points: 87 (25d6)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
18 (+4)
10 (0)
4 (-3)
16 (+3)
6 (-2)

Passive Perception: 15
Skills: Perception +5
Damage Immunities: fire, poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft.
Languages: Primordial
Image

Hide By Firelight. In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire.
Illumination. The firegeist sheds dim light in a 30-foot radius.
Magical Light Sensitivity. While in magical light, the firegeist has disadvantage on attack rolls and ability checks.
Water Susceptibility. For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.
 

Actions

Multiattack. The firegeist makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Combustion Touch (Recharge 5-6). The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Source tome of Beasts

Flutterflesh

Large undead, chaotic evil
Challenge 12 (8,400 XP)

Armor Class: 16 (natural armor)
Hit Points: 187 (22d10 + 66)
Speed: 10 ft., Fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
18 (+4)
17 (+3)
12 (+1)
13 (+1)
10 (0)

Passive Perception: 15
Saving Throws: Str +4, Dex +8
Skills: Deception +4, Perception +5, Stealth +8
Damage Resistances: cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: radiant
Damage Immunities: necrotic, poison
Condition Immunities: charmed, paralyzed, exhaustion, poison, stunned, unconscious
Senses: darkvision 240 ft.
Languages: Common, Darakhul
Image

Magic Weapons. The flutterflesh's attacks are magical.
Turn Resistance. The flutterflesh has advantage on saving throws against any effect that turns undead.
Creeping Death. A creature that starts its turn within 30 feet of the flutterflesh must make a successful DC 15 Constitution saving throw or take 14 (4d6) necrotic damage.
Regeneration. The flutterflesh regains 10 hit points at the start of its turn. If the flutterflesh takes radiant or fire damage, this trait doesn't function at the start of its next turn. The flutterflesh dies only if it starts its turn with 0 hit points and doesn't regenerate.
 

Actions

Multiattack. The flutterflesh makes two bone spur attacks or two tormenting gaze attacks.
Bone Spur. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage plus 11 (2d10) necrotic damage. If both attacks hit a single creature in the same turn, it is grappled (escape DC 10). As a bonus action, the flutterflesh can choose whether this attack does bludgeoning, piercing, or slashing damage.
Tormenting Gaze. A target creature within 120 feet and able to see the flutterflesh takes 18 (4d8) psychic damage and is paralyzed for 1d4 rounds, or takes half damage and isn't paralyzed with a successful DC 15 Wisdom saving throw. Tormenting gaze can't be used against the same target twice in a single turn.
Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. On a critical hit, the target takes an additional 27 (5d10) slashing damage and must make a DC 12 Constitution saving throw. On a failure, the flutterflesh lops off and absorbs one of the target's limbs (chosen randomly) and heals hit points equal to the additional slashing damage it inflicted.
Source tome of Beasts

Folk Of Leng

Medium humanoid, neutral evil
Challenge 2 (450 XP)

Armor Class: 14 (studded leather)
Hit Points: 68 (8d8 + 32)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
18 (+4)
14 (+2)
16 (+3)
22 (+6)

Passive Perception: 15
Saving Throws: Dex +4, Wis +5
Skills: Arcana +4, Deception +8, Perception +5
Damage Resistances: cold
Damage Immunities: necrotic
Condition Immunities: frightened
Languages: Common, Void Speech
Image

Innate Spellcasting. The folk of Leng's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: comprehend languages, minor illusion
3/day each: disguise self, suggestion
1/day each: dream, etherealness
Regeneration. The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business.
Void Stare. The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised.
Void Sailors. The folk of Leng can travel the airless void without harm.
 

Actions

Etheric Harpoon. Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered.
Psychic Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage.
Hooked Spider Net (Recharge 5-6). Ranged Weapon Attack. +4 to hit, range 20/50 ft., one target. Hit: 3 (1d6) piercing damage plus 19 (3d12) poison damage, and the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage.
Source tome of Beasts

Forest Marauder

Large giant, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 114 (12d10 +48)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (0)
18 (+4)
6 (-2)
10 (0)
7 (-2)

Passive Perception: 10
Saving Throws: Con +6
Senses: darkvision 120 ft.
Languages: Giant, Orcish, Sylvan
Image

Sunlight Sensitivity. While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The forest marauder makes two boar spear attacks.
Boar Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:16 (2d10 + 5) piercing damage, and the forest marauder can choose to push the target 10 feet away if it fails a DC 16 Strength saving throw.
Rock. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage.
Source tome of Beasts

Fraughashar

Small fey, neutral evil
Challenge 1/2 (100 XP)

Armor Class: 15 (leather armor, shield)
Hit Points: 18 (4d6 + 4)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
12 (+1)
10 (0)
11 (0)
7 (-2)

Passive Perception: 10
Skills: Stealth +4
Damage Immunities: cold
Languages: Sylvan
Image

Frost Walker. The fraughashar's speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling prone because of icy or snowy ground.
 

Actions

Multiattack. The fraughashar makes one bite attack and one dagger attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Source tome of Beasts

Frostveil

Medium plant, unaligned
Challenge 4 (1,100 XP)

Armor Class: 16
Hit Points: 67 (9d8 + 27)
Speed: 10 ft., fly (varies; see Windborne ability)

STR
DEX
CON
INT
WIS
CHA
20 (+5)
20 (+5)
16 (+3)
1 (-5)
11 (0)
1 (-5)

Passive Perception: 10
Skills: Stealth +7
Damage Resistances: bludgeoning and piercing from nonmagical weapons
Damage Vulnerabilities: fire
Damage Immunities: cold
Condition Immunities: blinded, charmed, deafened, frightened, prone
Senses: blindsight 100 ft.
Languages: -
Image

Chilling Acid. The frostveil's frozen acidic mist breaks down flesh and organic materials into useable nutrients. Creatures who strike the frostveil with a non-reach melee weapon or an unarmed strike take 4 (1d8) acid damage.
False Appearance. While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice.
Windborne. While in blowing wind, the frostveil can fly with a speed of 30 feet. In a strong wind this speed increases to 60 feet.
 

Actions

Multiattack. The frostveil makes three tendril attacks.
Tendril. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If two tendrils hit the same target in a single turn, the target is engulfed.
Engulf. When a frostveil wraps itself around a Medium or smaller creature, the target takes 14 (2d8 + 5) bludgeoning damage plus 13 (3d8) acid damage and is grappled (escape DC 15). The target takes another 9 (2d8) bludgeoning damage plus 13 (3d8) acid damage at the end of each of its turns when it's still grappled by the frostveil. A frostveil can't attack while it has a creature engulfed. Damage from attacks against the frostveil is split evenly between the frostveil and the engulfed creature; the only exceptions are slashing and psychic damage, which affect only the frostveil.
Spirit Spores (recharge 6). In distress, frostveils release a puff of psychotropic spores in a 10-foot cloud around themselves. Creatures within the cloud of spores must succeed on a DC 13 Constitution saving throw against poison or suffer hallucinations, as per a confusion spell, for 1d3 rounds.
Source tome of Beasts

Garroter Crab

Tiny beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 13 (natural armor)
Hit Points: 18 (4d4 + 8)
Speed: 30 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
14 (+2)
14 (+2)
1 (-5)
10 (0)
2 (-4)

Passive Perception: 10
Damage Immunities: psychic
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Languages: -
Image

Amphibious. The crab can breathe air and water.
 

Actions

Whip-claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 8). While grappled, the target cannot speak or cast spells with verbal components.
Source tome of Beasts

Gbahali (Postosuchus)

Huge beast, unaligned
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 126 (12d12 + 48)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
14 (+2)
19 (+4)
2 (-4)
13 (+1)
7 (-2)

Passive Perception: 14
Skills: Perception +4, Stealth +8
Languages: -
Image

Chameleon Hide. The gbahali has advantage on Dexterity (Stealth) checks. If the gbahali moves one-half its speed or less, attacks made against it before the start of the gbahali's next turn have disadvantage.
 

Actions

Multiattack. The gbahali makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can't bite another target.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Source tome of Beasts

Gearforged Templar

Medium humanoid (gearforged), lawful neutral
Challenge 6 (2,300 XP)

Armor Class: 18 (plate armor)
Hit Points: 71 (11d8 + 22)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
9 (-1)
15 (+2)
12 (+1)
16 (+3)
10 (0)

Passive Perception: 13
Saving Throws: Dex +2, Con +5
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: poison
Condition Immunities: charmed, frightened, exhaustion, poisoned
Languages: Common
Image

Defensive Zone. The gearforged templar can make an opportunity attack when a creature enters its reach.
Onslaught. As a bonus action, the gearforged can make a Shove attack.
 

Actions

Multiattack. The gearforged templar makes three attacks with its glaive.
Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Whirlwind (recharge 5-6). The gearforged templar whirls its glaive in a great arc. Every creature within 10 feet of the gearforged takes 16 (3d10) slashing damage, or half damage with a successful DC 16 Dexterity saving throw.
 

Reactions

Parry. The gearforged templar raises its AC by 3 against one melee attack that would hit it. To do so, the gearforged must be able to see the attacker and must be wielding a melee weapon.
Source tome of Beasts

Al-Aeshma Genie

Large elemental, chaotic evil
Challenge 9 (5,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 172 (15d10 + 90)
Speed: 30 ft., fly 90 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
21 (+5)
15 (+2)
22 (+6)
15 (+2)
16 (+3)
20 (+5)

Passive Perception: 13
Saving Throws: Dex +6, Wis +7, Cha +9
Damage Immunities: lightning, thunder
Senses: darkvision 120 ft.
Languages: Auran, Common, Ignan
Image

Air Hatred. The al-Aeshma has advantage on attack rolls against airborne opponents.
Bound. The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder.
Elemental Demise. When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying.
Ill Wind. As a bonus action when in gaseous form, the al.Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action.
Innate Spellcasting. The al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, thunderwave
3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk
1/day each: creation, gaseous form, insect plague, invisibility, major image
Regeneration. The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The al.Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate.
 

Actions

Multiattack. The al-Aeshma makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage.
Dust Devil. A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil.
Source tome of Beasts

Gerridae

Large fey, neutral
Challenge 1 (200 XP)

Armor Class: 14
Hit Points: 77 (9d10 + 27)
Speed: 10 ft., climb 10 ft., swim 80 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
15 (+2)
17 (+3)
2 (-4)
13 (+1)
7 (-2)

Passive Perception: 11
Senses: darkvision 60 ft.
Languages: -
Image

Bred to the Saddle. Gerridae do not take any penalties to their movement or speed due to encumbrance or carrying a single rider.
Waterborne. Any gerridae can run while on the surface of water, but not while on land or climbing. They treat stormy water as normal rather than difficult terrain. A gerridae takes one point of damage for every hour spent on dry land.
 

Actions

Multiattack. The gerridae makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Source tome of Beasts

Beggar Ghoul

Medium undead, chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 12
Hit Points: 13 (3d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
10 (0)
12 (+1)
11 (0)
14 (+2)

Passive Perception: 10
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: Undercommon
Image

Pack Tactics. The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated.
Savage Hunger. A beggar ghoul that hits with its bite attack against a creature that hasn't acted yet in this combat scores a critical hit.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source tome of Beasts

Bonepowder Ghoul

Small undead, neutral evil
Challenge 12 (8,400 XP)

Armor Class: 18 (natural armor)
Hit Points: 195 (26d6 + 104)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
20 (+5)
18 (+4)
19 (+4)
15 (+2)
18 (+4)

Passive Perception: 16
Saving Throws: Dex +9, Con +8, Wis +6, Cha +8
Skills: Perception +6, Stealth +9
Damage Resistances: cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: Common, Darakhul, Draconic, Dwarvish
Image

Amorphous. The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing.
Coalesce. Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes.
Turning Defiance. The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Innate Spellcasting. The bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chill touch, darkness, dispel magic, ray of enfeeblement
3/day: blindness/deafness, circle of death (7th level; 10d6)
1/day: finger of death
 

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.
Gravedust. A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever.
Whirlwind (Recharge 5-6). A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round.
Source tome of Beasts

Ghoul, Darakhul

Medium undead, neutral evil
Challenge 3 (700 XP)

Armor Class: 16 (scale mail; 18 with shield)
Hit Points: 78 (12d8 + 24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
14 (+2)
14 (+2)
12 (+1)
12 (+1)

Passive Perception: 11
Skills: Deception +3, Stealth +5
Damage Resistances: necrotic
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: Common, Darakhul
Image

Master of Disguise. A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.
Stench. Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 12 Constitution saving throw or be poisoned until the start of its next turn. A successful saving throw makes the creature immune to the darakhul's stench for 24 hours. A darakhul using this ability can't also benefit from Master of Disguise.
Sunlight Sensitivity. The darakhul has disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls while it, the object it is trying to see or attack in direct sunlight.
Turning Defiance. The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Darakhul Fever. Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can't be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character's current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim's body rises in. Adjustment Table Roll Result:
1-9 None; victim is simply dead
10-16 Ghoul
17-20 Ghast
21+ Darakhul
 

Actions

Multiattack. The darakhul bites once, claws once, and makes one war pick attack. Using a shield limits the darakhul to making either its claw or war pick attack, but not both.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must make a successful DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for 2 or more rounds (the victim fails at least 2 saving throws), consecutive or nonconsecutive, the creature contracts darakhul fever.
War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Source tome of Beasts

Emperor Of The Ghouls

Medium undead, neutral evil
Challenge 20 (25,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 204 (24d8 + 96)
Speed: 30 ft., burrow 15 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
19 (+4)
20 (+5)
17 (+3)
21 (+5)

Passive Perception: 19
Saving Throws: Dex +8, Wis +9
Skills: Deception +11, Insight +9, Perception +9, Persuasion +11
Damage Resistances: cold, necrotic
Damage Immunities: poison; bludgeoning, piercing, and slashing damage from nonmagical weapons.
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: darkvision 120 ft.
Languages: Common, Darakhul, Draconic, Gnoll, Undercommon
Image

Legendary Resistance (3/day). If the emperor fails a saving throw, he can choose to succeed instead.
Spellcasting. The emperor is a 17th-level spellcaster. His spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). The emperor knows the following sorcerer spells:
Cantrips (at will): blade ward, chill touch, message, prestidigitation, shocking grasp, true strike
1st level (4 slots): magic missile, shield
2nd level (3 slots): mirror image, phantasmal force
3rd level (3 slots): fear, fireball
4th level (3 slots): blight, dimension door
5th level (2 slots): cloudkill, hold monster
6th level (1 slot): circle of death
7th level (1 slot): finger of death, teleport
8th level (1 slot): power word stun
9th level (1 slot): power word kill
Sunlight Sensitivity. While in direct sunlight, the emperor has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Turn Resistance. The emperor has advantage on saving throws against effects that turn undead.
Emperor Of The Ghouls' Lair Actions. On initiative count 20 (losing initiative ties), the Emperor takes a lair action to cause one of the following effects. The Emperor can’t use the same effect two rounds in a row:
- Until initiative count 20 on the following round, all creatures other than undead and constructs who take necrotic damage take an additional 7 (2d6) necrotic damage.
- The emperor targets a creature within 30 feet that he can see. The creature must succeed on a DC 15 Constitution saving throw or take 18 (4d8) necrotic damage. The emperor regains hit points equal to the damage.
- A wall of ice springs up from a surface within 100 feet of the emperor. The wall is 60 feet long, 10 feet high, and 5 feet thick. A creature in the wall’s space when it appears must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage; then the creature is pushed to either side of the wall (the creature’s choice). Each 5-foot section of the wall has AC 10, 15 hit points, resistance to piercing and slashing damage, immunity to cold, poison, and psychic damage, and vulnerability to fire damage. The wall lasts until the emperor uses this action again, or dies.
Regional Effects. The region around the emperor’s lair is warped by its magic, which creates one or more of the following effects:
- Creatures within 1 mile of the lair who are infected with darakhul fever have disadvantage on Wisdom saving throws against spells and effects generated by ghouls or darakhul.
- Dead bodies within 1 mile of the lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death. These undead never attack ghouls or dharakul, but instinctively obey their commands.
- Phantom lights appear within 10 miles of the lair, more frequently the closer they are to the lair. The lights shed dim light out to 10 feet. Undead within such a light gain 1d6 temporary hit points at the start of their turn; the light can’t raise an undead’s hit points above 150 percent of its normal hit point maximum.
If the emperor dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
 

Actions

Multiattack. The emperor makes one bite attack and two claw attacks. He can make one attack with its scepter in place of a claw attack.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and a creature must make a successful DC 18 Constitution saving throw or contract darakhul fever (see page 215).
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and a creature must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the ends of its turns, ending the effect on itself on a success.
Scepter. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 17 (5d6) necrotic damage.
 

Reactions

Blood Armor. When the emperor takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the emperor.
 

Legendary Actions

The Emperor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Emperor regains spent legendary actions at the start of his turn.
Attack. The emperor makes one claw or bite attack.
Cantrip. The emperor casts a cantrip.
Font of Power (3 actions). Roll 1d8. The emperor regains a spell slot of that level or lower.
Source tome of Beasts

Ghoul, Imperial

Medium undead, lawful evil
Challenge 4 (1,100 XP)

Armor Class: 16 (breastplate)
Hit Points: 93 (17d8 + 17)
Speed: 30 ft., burrow 15 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
12 (+1)
13 (+1)
14 (+2)
14 (+2)

Passive Perception: 12
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: Common, Darakhul, Undercommon
Image

Turning Defiance. The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
 

Actions

Multiattack. The imperial ghoul makes one bite attack and one claws attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.
Claws. Melee Weapon Attack: +5 to hit, reach, one target. Hit: 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 8 (1d8 + 2) piercing damage.
Source tome of Beasts

Ghoul, Iron

Medium undead, lawful evil
Challenge 5 (1,800 XP)

Armor Class: 16 (breastplate)
Hit Points: 143 (22d8 + 44)
Speed: 30 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
14 (+2)
14 (+2)
14 (+2)
14 (+2)

Passive Perception: 12
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: Common, Darakhul, Undercommon
Image

Turning Defiance. The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
 

Actions

Multiattack. The iron ghoul makes one bite attack and one claw attack, or three glaive attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (1d10 + 4) slashing damage.
Heavy Bone Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage.
Source tome of Beasts

Desert Giant

Huge giant, neutral
Challenge 9 (5,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 175 (14d12 + 84)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
10 (0)
22 (+6)
13 (+1)
18 (+4)
15 (+2)

Passive Perception: 18
Saving Throws: Str + 12, Con +10, Cha +6
Skills: Perception +8, Stealth +4, Survival +8
Damage Immunities: fire
Languages: Common, Giant
Image

Sand Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
Wasteland Stride. The giant ignores difficult terrain caused by sand, gravel, or rocks.
 

Actions

Multiattack. The giant makes two falchion attacks.
Falchion. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Source tome of Beasts

Flab Giant

Large giant, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 14 (natural armor)
Hit Points: 110 (13d10 + 39)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
6 (-2)
16 (+3)
9 (-1)
13 (+1)
8 (-1)

Passive Perception: 13
Saving Throws: Con +5
Skills: Perception +3
Damage Immunities: poison
Condition Immunities: poisoned
Languages: Dwarvish, Giant
Image

Massive. A flab giant can't dash. Attacks that push, trip, or grapple are made with disadvantage against a flab giant.
 

Actions

Multiattack. The giant makes two slam attacks. If both hit, the target is grappled (escape DC 15), and the flab giant uses its squatting pin against the target as a bonus action.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Squatting Pin. The flab giant squats atop the target, pinning it to the ground, where it is grappled and restrained (escape DC 17). The flab giant is free to attack another target, but the restrained creatures are released if it moves from its current space. As long as the giant does not move from the spot, it can maintain the squatting pin on up to two Medium-sized or smaller creatures. A creature suffers 9 (1d8 + 5) bludgeoning damage every time it starts its turn restrained by a squatting pin.
Source tome of Beasts

Hraesvelgr The Corpse Swallower

Huge giant (shapechanger, titan), neutral
Challenge 19 (22,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 241 (21d12 + 105)
Speed: 50 ft. (20 ft., fly 120 ft. in roc form)

STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (0)
20 (+5)
16 (+3)
17 (+3)
20 (+5)

Passive Perception: 19
Saving Throws: Dex +6, Int +9, Wis +9, Cha +11
Skills: Athletics +13, Perception +9, Survival +9
Damage Resistances: lightning, thunder
Damage Immunities: cold; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: exhaustion
Languages: Auran, Common, Giant (can't speak in roc form)
Image

Innate Spellcasting. Hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components:
At will: feather fall, light
3/day: control weather
Keen Sight (Roc Form Only). Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (3/day). If Hraesvelgr fails a saving throw, he can choose to succeed instead.
Shapechanger. Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back.
Hraesvelgr's Lair. On initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can’t use the same effect two rounds in a row:
- Hraesvelgr unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- One creature within 60 feet that Hraesvelgr can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until Hraesvelgr takes this action again or dies.
- Hraesvelgr lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.
Regional Effects. The region containing Hraesvelgr’s lair is warped by the corpse swallower’s magic, which creates one or more of the following effects:
- Strong windstorms are common within 6 miles of the lair.
- Giant avian beasts are drawn to the lair and fiercely defend it against intruders.
- The wind within 10 miles of the lair bears a pungent carrion stench.
If Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
 

Actions

Multiattack. Hraesvelgr makes two attacks.
Beak (Roc Form Only). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Fist (Giant Form Only). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr's next turn.
Talons (Roc Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and Hraesvelgr can't use his talons against another target.
Gale Blast (recharge 5-6). Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw.
 

Legendary Actions

Hraesvelgr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hraesvelgr regains spent legendary actions at the start of his turn.
Attack. Hraesvelgr makes a fist or talon attack.
Move (2 actions). Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone.
Swallow (3 actions, Roc Form Only). Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr's turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone.
Source tome of Beasts

Jotun Giant

Gargantuan giant, chaotic neutral
Challenge 22 (41,000 XP)

Armor Class: 20 (natural armor)
Hit Points: 407 (22d20 + 176)
Speed: 60 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
8 (-1)
26 (+8)
18 (+4)
20 (+5)
14 (+2)

Passive Perception: 15
Saving Throws: Con +14, Wis +11, Cha +8
Skills: Arcana +10, History +10, Nature +10, Stealth +5
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 120 ft.
Languages: Common, Giant
Image

Immortality. Jotuns suffer no ill effects from age, and are immune to effects that reduce ability scores and hit point maximum.
Innate Spellcasting. The Jotun giant's innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components:
At will: earthquake, shapechange, speak with animals
3/day: bestow curse, gust of wind
1/day: divination
Magic Resistance. The giant has advantage on saving throws against spells and other magical effects.
Magic Weapons. The giant's weapon attacks are magical.
Too Big to Notice. The sheer size of the Jotun giant often causes those near it to confuse one at rest for part of the landscape. The jotun has advantage on Stealth checks when not moving.
 

Actions

Multiattack. The giant makes two greatclub attacks and a frightful presence attack, or one rock throwing attack.
Greatclub. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage.
Rock. Ranged Weapon Attack: +16 to hit, range 90/240 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage.
Frightful Presence. Each creature of the giant's choice that is within 120 feet of the giant and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature's saving throw is successful, it is immune to the giant's Frightful Presence for the next 24 hours.
 

Reactions

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
 

Legendary Actions

The Jotun giant can take 1 legendary action, and only at the end of another creature's turn. The giant regains the spent legendary action at the start of its turn.
Detect. The Jotun giant makes a Wisdom (Perception) check.
Planar Return. If banished, a Jotun giant can return to the plane it departed 2/day. If banished a third time, it cannot return.
Sweeping Blow. The Jotun giant can sweep its greatclub in an arc around itself. The sweep affects a semicircular path 30 feet wide around the giant. All targets in that area take 46 (8d8 + 10) bludgeoning damage, or no damage with a successful DC 19 Dexterity saving throw.
Source tome of Beasts

Thursir Giant

Large giant, neutral evil (50%) lawful evil (50%)
Challenge 3 (700 XP)

Armor Class: 13 (chain shirt)
Hit Points: 114 (12d10 + 48)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
18 (+4)
13 (+1)
15 (+2)
11 (0)

Passive Perception: 14
Saving Throws: Con +6
Skills: Athletics +6, Perception +4
Senses: darkvision 60 ft.
Languages: Common, Dwarven, Giant
Image

Cast Iron Stomach. The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair.
 

Actions

Multiattack. The giant makes two warhammer attacks.
Warhammer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Runic Blood (3/day). Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first.
Source tome of Beasts

Glass Gator

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 15 (natural armor)
Hit Points: 45 (7d10 + 7)
Speed: 30 ft, swim 50 ft

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
12 (+1)
4 (-3)
10 (0)
5 (-3)

Passive Perception: 12
Skills: Perception +2, Stealth +4
Senses: Blindsight 30 ft.
Languages: -
Image

Amphibious. The glass gator can breathe air and water.
Lunge. When the glass gator leaps at least 10 feet toward a creature and hits that creature with a claws attack on the same turn, it can immediately constrict the target as a bonus action.
Transparency. The glass gator has advantage on Dexterity (Stealth) checks while underwater or in dim light.
Standing Leap. The glass gator can long jump up to 15 feet from water or up to 10 feet on land, with or without a running start.
 

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the glass gator can't attack a different target.
Constrict. One creature that's already grappled by the glass gator takes 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) poison damage, or half as much poison damage with a successful DC 11 Constitution saving throw.
 

Reactions

Silt Cloud (Recharges after a Short or Long Rest). After taking damage while in water, the glass gator thrashes to stir up a 10-foot-radius cloud of silt around itself. The area inside the sphere is heavily obscured for 1 minute (10 rounds) in still water or 5 (2d4) rounds in a strong current. After stirring up the silt, the glass gator can move its speed.
Source tome of Beasts

Gnarljak

Small construct, unaligned
Challenge 6 (2,300 XP)

Armor Class: 16
Hit Points: 63 (14d6 + 14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
22 (+6)
11 (0)
2 (-4)
14 (+2)
1 (-5)

Passive Perception: 15
Saving Throws: Dex +9
Skills: Perception +5, Stealth +9
Damage Resistances: cold, acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: blindsight 30 ft.
Languages: -
Image

 

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or fall prone.
Gnaw. When a gnarljak knocks a Medium or smaller target prone, it immediately makes three additional bite attacks against the same target and can move 5 feet, all as a bonus action.
Source tome of Beasts

Gnoll Havoc Runner

Medium humanoid (gnoll), chaotic evil
Challenge 3 (700 XP)

Armor Class: 15 (chain shirt)
Hit Points: 58 (9d8 + 18)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 (+2)
8 (-1)
12 (+1)
9 (-1)

Passive Perception: 15
Skills: Athletics +5, Perception +5
Senses: darkvision 60 ft.
Languages: Gnoll
Image

Harrying Attacks. If the gnoll attacks two creatures in the same turn, the first target has disadvantage on attack rolls until the end of its next turn.
Lightning Lope. The gnoll can Dash or Disengage as a bonus action.
Pack Tactics. The gnoll has advantage on its attack rolls against a target if at least one of the gnoll's allies is within 5 feet of the target and the ally isn't incapacitated.
 

Actions

Multiattack. The gnoll makes one bite attack and two battleaxe attacks.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used in two hands.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Source tome of Beasts

Goat-Man

Medium monstrosity, chaotic evil
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 65 (10d8 + 20)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
14 (+2)
14 (+2)
10 (0)
13 (+1)
8 (-1)

Passive Perception: 11
Saving Throws: Dex +4
Skills: Acrobatics +4, Athletics +6, Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Languages: Common, Giant, Trollkin, but cannot speak
Image

Headbutt. If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action.
 

Actions

Multiattack. The goat-man makes one bite attack and one slam attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Source tome of Beasts

Dust Goblin

Small humanoid (goblinoid), neutral evil
Challenge 1/4 (50 XP)

Armor Class: 14 (leather armor)
Hit Points: 5 (1d6 + 2)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
16 (+3)
14 (+2)
10 (0)
8 (-1)
8 (-1)

Passive Perception: 9
Skills: Stealth +7
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Languages: Common, Goblin
Image

Twisted. When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn.
 

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Source tome of Beasts

Eye Golem

Large construct, unaligned
Challenge 11 (7,200 XP)

Armor Class: 20 (natural armor)
Hit Points: 157 (15d10 + 75)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (-1)
20 (+5)
5 (-3)
11 (0)
1 (-5)

Passive Perception: 18
Skills: Perception +8
Damage Immunities: fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhausted, frightened, paralyzed, petrified, poisoned
Senses: truesight 120 ft.
Languages: understands the language of its creator, but can't speak
Image

Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
 

Actions

Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.
Gaze of Ancient Light (Recharge 6). The golem emits a burst of blinding light, affecting all opponents within 30 feet who are visible to it. These creatures must make a successful DC 17 Constitution saving throw or be permanently blinded. All affected creatures, including those that save successfully, are stunned until the end of their next turn.
Primal Voice of Doom (1/Day). The golem intones a disturbing invocation of the sun god. Creatures within 30 feet of the golem must make a successful DC 17 Wisdom saving throw or become frightened Deaf or unhearing creatures are unaffected.
Shoot into the Sun (1 minute/day). When roused for combat, the golem opens many of its eyes, emitting blinding light. All ranged attacks, including ranged spells that require a spell attack roll, are made with disadvantage against the golem. The effect persists as long as the eye golem desires, up to a total of 1 minute (10 rounds) per day.
Source tome of Beasts

Hoard Golem

Huge construct, unaligned
Challenge 12 (8,400 XP)

Armor Class: 18 (natural armor)
Hit Points: 161 (14d12 + 70)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
15 (+2)
20 (+5)
3 (-4)
11 (0)
1 (-5)

Passive Perception: 14
Saving Throws: Con +9
Skills: Athletics +10, Perception +4
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhausted, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120 ft.
Languages: understands the language of its creator but can't speak
Image

Strike with Awe. Creatures within 120 feet of an immobile hoard golem suffer disadvantage on Wisdom (Perception) checks. A creature's sheer glee on discovering a vast hoard of treasure distracts it from its surroundings.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
 

Actions

Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage.
Thieving Whirlwind (Recharge 5-6). The hoard golem transforms into a 20-foot radius whirlwind of the treasures of which it is composed. In this form, it has immunity to all slashing and piercing damage. As a whirlwind, it can enter other creatures' spaces and stop there. Every creature in a space the whirlwind occupies must make a DC 17 Dexterity saving throw. On a failure, a target takes 40 (6d10 + 7) bludgeoning damage and the whirlwind removes the most valuable visible item on the target, including wielded items, but not armor. If the saving throw is successful, the target takes half the bludgeoning damage and retains all possessions. The golem can remain in whirlwind form for up to 3 rounds, or it can transform back to its normal form on any of its turns as a bonus action.
Source tome of Beasts

Salt Golem

Large construct, unaligned
Challenge 10 (5,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 110 (11d10 + 55)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
9 (-1)
20 (+5)
3 (-4)
11 (0)
1 (-5)

Passive Perception: 10
Skills: Athletics +9
Damage Immunities: fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120 ft.
Languages: understands the languages of its creator but can't speak
Image

Blinding Salt Spray. Any time the golem is hit in combat, thousands of tiny salt crystals erupt from its body. All creatures within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or become blinded for 1d3 rounds.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
 

Actions

Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.
Source tome of Beasts

Smaragdine Golem

Large construct, unaligned
Challenge 14 (11,500 XP)

Armor Class: 17 (natural armor)
Hit Points: 231 (22d10 + 110)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
11 (0)
21 (+5)
3 (-4)
11 (0)
1 (-5)

Passive Perception: 10
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120 ft.
Languages: understands the languages of its creator but can't speak
Image

Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Absorb Magic. As a bonus action, the golem targets any creature, object, or magical effect within 10 feet of it. The golem chooses a spell already cast on the target. If the spell is of 3rd level or lower, the golem absorbs the spell and it ends. If the spell is of 4th level or higher, the golem must make a check with a +9 modifier. The DC equals 10 + the spell's level. On a successful check, the golem absorbs the spell and it ends. The golem's body glows when it absorbs a spell, as if under the effect of a light spell. A smaragdine golem can only hold one absorbed spell at a time.
 

Actions

Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.
Release Spell. The golem can release an absorbed spell effect as a blast of green energy, which blasts out as a sphere centered on the golem with a radius of 10 feet per level of the absorbed spell. All creatures in the area of effect other than the golem takes 7 (2d6) lightning damage per level of the absorbed spell, or half damage with a successful DC 18 Dexterity saving throw. Creatures that fail the saving throw are also blinded until the end of the golem's next turn.
Source tome of Beasts

Steam Golem

Large construct, unaligned
Challenge 13 (10,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 171 (18d10 + 72)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
12 (+1)
18 (+4)
3 (-4)
10 (0)
1 (-5)

Passive Perception: 10
Damage Immunities: fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120 ft.
Languages: understands its creator's languages but can't speak
Image

Boiler Weakness. A steam golem that's immersed in water or whose boiler is soaked with at least 20 gallons of water (such as from a water elemental) may be stopped in its tracks by the loss of steam pressure in the boiler. In the case of a water elemental, dousing a steam golem destroys the elemental and the golem must make a DC 20 Constitution saving throw. If it succeeds, the water instantly evaporates and the golem continues functioning normally. If it fails, the golem's fire is extinguished and the boiler loses pressure. The steam golem acts as if affected by a slow spell for 1d3 rounds, then becomes paralyzed until its fire is relit and it spends 15 minutes building up pressure.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Extend Long Ax. A steam golem can extend or retract one arm into long ax form as a bonus action.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
 

Actions

Multiattack. The steam golem makes two ax arm attacks, or one long axe attack.
Ax Arm. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Long Axe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) slashing damage.
Steam Blast (Recharge 5-6). A steam golem can release a blast of steam. The golem chooses whether to affect a 5-foot radius around itself or a 20-foot cube adjacent to itself. Creatures in the affected area take 38 (7d10) fire damage, or half damage with a successful DC 17 Constitution saving throw.
 

Reactions

Whistle. When an opponent within 30 feet of the golem tries to cast a spell, the steam golem can emit a shriek from its twin steam whistles. The spellcaster must make a DC 17 Constitution saving throw. If the save succeeds, the spell is cast normally. If it fails, the spell is not cast; the spell slot is not used, but the caster's action is.
Source tome of Beasts

Gray Thirster

Medium undead, neutral evil
Challenge 2 (450 XP)

Armor Class: 13
Hit Points: 39 (6d8 + 12)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
15 (+2)
6 (-2)
12 (+1)
14 (+2)

Passive Perception: 11
Skills: Stealth +5
Damage Resistances: bludgeoning, necrotic
Damage Immunities: fire, poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: darkvision 60 ft.
Languages: understands all languages it knew in life but can't speak
Image

Thirst. The gray thirster projects a 30-foot aura of desiccating thirst. The first time a creature enters the aura on its turn, or when it starts its turn in the aura, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. If the saving throw is successful, the creature is immune to the gray thirster's Thirst for the next 24 hours.
 

Actions

Multiattack. The gray thirster makes two claw attacks and one Withering Turban attack
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
Withering Turban. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) necrotic damage. If the target failed a saving throw against the Thirst trait at any point in this encounter, its hit point maximum is reduced by an amount equal to the damage it took from this attack. This reduction lasts until the target has no exhaustion levels.
Drought (1/Day). The gray thirster draws the moisture from a 20-foot radius area centered on itself. Nonmagical water and other liquids in this area turn to dust. Each creature that is neither undead nor a construct in the area takes 9 (2d8) necrotic damage, or half damage with a successful DC 13 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. Liquids carried by a creature that makes a successful saving throw are not destroyed.
Source tome of Beasts

Rum Gremlin

Tiny fey, chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 13
Hit Points: 22 (5d4 + 10)
Speed: 20 ft., climb 10 ft., swim 10 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
16 (+3)
14 (+2)
12 (+1)
9 (-1)
12 (+1)

Passive Perception: 10
Skills: Stealth +5
Condition Immunities: poisoned
Senses: darkvision 120 ft.
Languages: Common
Image

Innate Spellcasting. The gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: prestidigitation
3/day: hex
Magic Resistance. The gremlin has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The goblin makes one claw attack and one bite attack.
Bite. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Aura of Drunkenness. A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour.
Source tome of Beasts

Grim Jester

Medium undead, chaotic evil
Challenge 11 (7,200 XP)

Armor Class: 18 (natural armor)
Hit Points: 136 (16d8 + 64)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
22 (+6)
18 (+4)
16 (+3)
16 (+3)
20 (+5)

Passive Perception: 17
Saving Throws: Dex +10, Con +8, Cha +9
Skills: Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight of Hand +10, Stealth +10
Damage Resistances: cold
Damage Immunities: necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.
Image

Innate Spellcasting. The jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:
At will: disguise self, grease, inflict wounds, magic mouth, misty step
3/day each: contagion, mirror image
1/day each: delayed blast fireball, finger of death, mislead, seeming
Last Laugh. Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing.
Mock the Dying. Death saving throws made within 60 feet of the jester have disadvantage.
Turn Resistance. The jester has advantage on saving throws against any effect that turns undead.
 

Actions

Joker's Shuffle (recharge 6). The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17).
Killing Joke (recharge 6). The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic.
 

Reactions

Ridicule Hope (recharge 4-6). When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured.
Source tome of Beasts

Gug

Huge giant, neutral evil
Challenge 12 (8,400 XP)

Armor Class: 17 (natural armor)
Hit Points: 270 (20d12 + 140)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
10 (0)
25 (+7)
10 (0)
8 (-1)
14 (+2)

Passive Perception: 13
Saving Throws: Str +12, Dex +4, Con +11, Cha +6
Skills: Athletics +11, Perception +3, Stealth +4
Damage Immunities: poison
Condition Immunities: confusion, exhaustion, paralysis, poisoned
Senses: darkvision 240 ft.
Languages: Deep Speech, Giant, Undercommon
Image

Towering Strength. A gug can lift items up to 4,000 pounds as a bonus action.
 

Actions

Multiattack. The gug makes two slam attacks, two stomp attacks, or one of each.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. If a creature is hit by this attack twice in the same turn, the target must make a successful DC 19 Constitution saving throw or gain one level of exhaustion.
Stomp. Melee Weapon Attack. +11 to hit, reach 10 ft. Hit: 20 (2d12 + 7) bludgeoning damage.
 

Legendary Actions

A gug can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. A gug regains spent legendary actions at the start of its turn.
Move. The gug moves up to half its speed.
Attack. The gug makes one slam or stomp attack.
Grab. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: the target is grappled (escape DC 17).
Swallow. The gug swallows one creature it has grappled. The creature takes 26 (3d12 + 7) bludgeoning damage immediately plus 13 (2d12) acid damage at the start of each of the gug's turns. A swallowed creature is no longer grappled but is blinded and restrained, and has total cover against attacks and other effects from outside the gug. If the gug takes 75 points of damage in a single turn, the swallowed creature is expelled and falls prone next to the gug. When the gug dies, a swallowed creature can crawl from the corpse by using 10 feet of movement.
Throw. The gug throws one creature it has grappled. The creature is thrown a distance of 2d4 times 10 feet in the direction the gug chooses, and takes 20 (2d12 + 7) bludgeoning damage (plus falling damage if they are thrown into a chasm or off a cliff). A gug can throw a creature up to Large size. Small creatures are thrown twice as far, but the damage is the same.
Source tome of Beasts

Blood Hag

Medium fey, chaotic evil
Challenge 11 (7,200 XP)

Armor Class: 16 (natural armor)
Hit Points: 178 (21d8 + 84)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
16 (+3)
18 (+4)
19 (+4)
21 (+5)
17 (+3)

Passive Perception: 19
Saving Throws: Dex +7, Con +8, Cha +7
Skills: Deception +7, Intimidation +7, Perception +9, Stealth +7
Condition Immunities: charmed, poisoned
Senses: blood sense 90 ft., darkvision 60 ft.
Languages: Common, Giant, Infernal, Sylvan, Trollkin
Image

Blood Sense. A blood hag automatically senses the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: disguise self, knock, minor illusion, misty step, pass without trace, protection from evil and good, tongues, water breathing
3/day each: bestow curse, invisibility, mirror image
1/day each: cloudkill, modify memory
 

Actions

Multiattack. The blood hag makes two claw attacks and one blood-drinking hair attack.
Blood-Drinking Hair. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a Medium or smaller target is grappled (escape DC 15). A grappled creature takes 13 (2d8 + 3) necrotic damage at the start of the hag's turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.
Call the Blood. The blood hag targets a living creature within 30 feet that she detects with her blood sense and makes the target bleed uncontrollably. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this hag's ability again for 24 hours.
1. Blood Choke Curse. The target's mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute.
2. Blood Eye. The target's eyes well up with bloody tears. The target is blinded for 1 minute.
3. Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute.
4. Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save.
Face Peel. The blood hag peels the face off one grappled foe. The target must make a DC 17 Dexterity saving throw. If the saving throw fails, the face is torn off; the target takes 38 (8d6 + 10) slashing damage and is stunned until the start of the hag's next turn. If the save succeeds, the target takes half damage and isn't stunned. Heal, regeneration, or comparable magic restores the stolen features; other curative magic forms a mass of scar tissue. The peeled-off face is a tiny, animated object (per the spell-20 HP, AC 18, no attack, Str 4, Dex 18) under the hag's control. It retains the former owner's memories and personality. Blood hags keep such faces as trophies, but they can also wear someone's face to gain advantage on Charisma (Deception) checks made to imitate the face's former owner.
Source tome of Beasts

Mirror Hag

Medium fey, chaotic neutral
Challenge 6 (2,300 XP)

Armor Class: 16 (natural armor)
Hit Points: 168 (16d8 + 96)
Speed: 30 ft., fly 10 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
22 (+6)
12 (+1)
14 (+2)
19 (+4)

Passive Perception: 12
Damage Resistances: thunder
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Languages: Common
Image

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: disguise self, inflict wounds (4d10), message, ray of enfeeblement
1/day each: detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Confounding Ugliness. When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns: either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn.
 

Actions

Multiattack. A mirror hag can use its Reconfiguring Curse and make one melee attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Reconfiguring Curse. The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag's curse for 24 hours.
Source tome of Beasts

Red Hag

Medium fey, neutral evil
Challenge 7 (2,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 119 (14d8 + 56)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
16 (+3)
18 (+4)
18 (+4)
22 (+6)
15 (+2)

Passive Perception: 16
Skills: Arcana +9, Deception +5, Insight +7, Perception +9
Condition Immunities: charmed, poisoned
Senses: blood sense 90 ft., darkvision 60 ft.
Languages: Common, Druidic, Giant
Image

Amphibious. The hag can breathe air and water.
Spellcasting. The hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared:
Cantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip
1st level (4 slots): cure wounds, entangle, speak with animals
2nd level (3 slots): barkskin, flame blade, lesser restoration
3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone
4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Blood Sense. A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet.
 

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Siphoning Aura (Recharge 5-6). The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw.
Source tome of Beasts

Sand Hag

Medium monstrosity, chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 17 (natural armor)
Hit Points: 112 (15d8 + 45)
Speed: 30 ft., burrow 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
16 (+3)
14 (+2)
16 (+3)

Passive Perception: 15
Skills: Deception +6, Perception +5, Stealth +5
Senses: darkvision 120 ft.
Languages: Common, Dwarvish, Giant, Gnomish
Image

Magic Resistance. The sand hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: invisibility
2/day each: hallucinatory terrain, major image
Mimicry. The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.
Scorpion Step. The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft.
 

Actions

Multiattack. The sand hag makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.
Scouring Sirocco (Recharge 5-6). The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn.
Change Shape. The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Source tome of Beasts

Owl Harpy

Medium monstrosity, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 14
Hit Points: 112 (15d8 + 45)
Speed: 20 ft., fly 80 ft. (hover).

STR
DEX
CON
INT
WIS
CHA
12 (+1)
17 (+3)
16 (+3)
11 (0)
14 (+2)
14 (+2)

Passive Perception: 12
Skills: Performance +7, Stealth +6
Damage Vulnerabilities: thunder
Senses: blindsight 60 ft.
Languages: Common, Abyssal, Giant
Image

Quiet Flight. The owl harpy gains an additional +3 to Stealth (+9 in total) while flying.
Dissonance. The owl harpy can't use its blindsight while deafened.
Innate Spellcasting. The owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components:
3/day: darkness
 

Actions

Multiattack. The owl harpy makes two claw attacks and two talon attacks.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Hovering Darkness. An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning.
Luring Song. The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours.
Source tome of Beasts

Haugbui

Medium undead, lawful neutral
Challenge 13 (10,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 136 (16d8 + 64)
Speed: 0 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
18 (+4)
17 (+3)
18 (+4)
15 (+2)
20 (+5)
16 (+3)

Passive Perception: 20
Saving Throws: Dex +8, Con +9, Wis +10
Skills: Arcana +7, History +7, Intimidation +8, Perception +10, Religion +12
Damage Resistances: cold, lightning, necrotic
Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: truesight 60 ft.
Languages: the languages it spoke in life; telepathy 120 ft.
Image

Incorporeal Movement. The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The haugbui's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:
Constant: detect thoughts, invisibility, mage hand, scrying
At will: dancing lights, druidcraft, mending, spare the dying
7/day each: bane, create or destroy water, fog cloud, purify food and drink
5/day each: blindness/deafness, gust of wind, locate object, moonbeam, shatter
3/day each: bestow curse, dispel magic, plant growth, remove curse, telekinesis
1/day each: blight, contagion, dream
1/week each: geas, hallow
Legendary Resistance (3/Day). If the haugbui fails a saving throw it can choose to succeed instead.
Sepulchral Scrying (1/Day). An invisible magical eye is created under the haugbui's control, allowing it to watch its territory without leaving the burial mound. The eye travels at the speed of thought and can be up to 5 miles from the haugbui's location. The haugbui can see and hear as if it were standing at the eye's location, and it can use its innate spellcasting abilities as if it were at the eye's location. The eye can be noticed with a successful DC 18 Wisdom (Perception) check and can be dispelled as if it were 3rd-level spell. Spells that block other scrying spells work against Sepulchral Scrying as well. Unless dismissed by its creator or dispelled, lasts for up to 12 hours after its creation; only one can be created per 24-hour period.
Sunlight Sensitivity. While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Turn Resistance. The haugbui has advantage on saving throws against any effect that turns undead.
 

Actions

Multiattack. The haugbui makes two psychic claw attacks.
Psychic Claw. Ranged Magical Attack: +10 to hit, range 40 ft., one target. Hit: 32 (6d8 + 5) psychic damage.
Source tome of Beasts

Herald Of Blood

Huge fiend, neutral evil
Challenge 12 (8,400 XP)

Armor Class: 15 (natural armor)
Hit Points: 115 (10d12 + 50)
Speed: 30 ft., swim 30 ft, fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
12 (+1)
20 (+5)
14 (+2)
17 (+3)
16 (+3)

Passive Perception: 17
Saving Throws: Str +10, Con +9, Wis +7
Skills: Arcana +6, Perception +7
Damage Resistances: piercing, lightning
Damage Immunities: fire, poison
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 240 ft.
Languages: Common, Draconic, Infernal, Void Speech
Image

Blood Armor. The herald of blood takes no damage from the first attack against it each round and ignores any nondamaging effects of the attack.
Gift of Blood. As an action, the herald of blood can transform any fey, human, or goblin into a red hag, if the target willingly accepts this transformation.
Grant Blood Rage. As a bonus action, the herald of blood can grant a single living creature blood rage, giving it advantage on attacks for 3 rounds. At the end of this time, the target gains 1 level of exhaustion and suffers 13 (2d12) necrotic damage from blood loss.
Humanoid Form. A herald of blood can assume a humanoid form at will as a bonus action, and dismiss this form at will.
Melting Touch. When a herald of blood scores a critical hit or starts its turn with a foe grappled, it can dissolve one metal or wood item of its choosing in that foe's possession. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 17 Dexterity saving throw.
 

Actions

Engulfing Protoplasm. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage and the target must make a successful DC 17 Dexterity saving throw or be grappled by the herald of blood (escape DC 16). While grappled this way, the creature takes 39 (6d12) acid damage at the start of each of the herald's turns. The herald can have any number of creatures grappled this way.
 

Legendary Actions

A herald of blood can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. A herald of blood regains spent legendary actions at the start of its turn.
Move (1 Action). The herald of blood moves up to half its speed.
Call of Blood (2 Actions). Melee Weapon Attack. +10 to hit, reach 5 ft., all creatures in reach. Hit: 39 (6d12) necrotic damage and each target must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion.
Majesty of Ragnarok (3 Actions). The herald of blood emits a terrifying burst of eldritch power. All creatures within 100 feet and in direct line of sight of the herald take 32 (5d12) necrotic damage, gain 2 levels of exhaustion, and are permanently blinded. Targets that make a successful DC 15 Charisma saving throw are not blinded and gain only 1 level of exhaustion.
Source tome of Beasts

Herald Of Darkness

Large fiend, neutral evil
Challenge 7 (2,900 XP)

Armor Class: 15 (chain shirt)
Hit Points: 105 (10d10 + 50)
Speed: 30 ft., swim 30 ft, fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
14 (+2)
20 (+5)
12 (+1)
15 (+2)
20 (+5)

Passive Perception: 15
Saving Throws: Str +8, Con +8, Cha +8
Skills: Athletics +8, Deception +8, Perception +5
Damage Resistances: bludgeoning, thunder
Damage Immunities: cold, lightning, necrotic, poison
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 200 ft.
Languages: Common, Elvish, Goblin, Infernal, Sylvan
Image

Corrupting Touch. A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw.
Gift of Darkness. A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation.
Shadow Form. A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can't attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action.
 

Actions

Multiattack. The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack.
Embrace Darkness. Melee Weapon Attack. +8 to hit, reach 5 ft., all creatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald's next turn. Making a DC 17 Constitution saving throw negates the paralysis.
Majesty of the Abyss (Recharge 4-6). The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds.
Shadow Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Source tome of Beasts

Horakh

Medium monstrosity, neutral
Challenge 9 (5,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 161 (19d8 + 76)
Speed: 40 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
19 (+4)
19 (+4)
8 (-1)
15 (+2)
10 (0)

Passive Perception: 20
Saving Throws: Dex +12
Skills: Athletics +8, Perception +6, Stealth +8
Senses: darkvision 60 ft., tremorsense 30 ft.
Languages: understands Undercommon
Image

Shadow Stealth. A horakh can hide as a bonus action if it's in dim light or darkness.
Standing Leap. As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start.
 

Actions

Multiattack. The horakh makes two claw attacks and one bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that's grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14).
Implant Egg. If a horakh's bite attack reduces a grappled creature to 0 hit points, or it bites a target that's already at 0 hit points, it implants an egg in the creature's eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim's head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation.
Source tome of Beasts

Hound Of The Night

Large monstrosity, unaligned
Challenge 5 (1,800 XP)

Armor Class: 16 (natural armor)
Hit Points: 112 (15d10 + 30)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
16 (+3)
14 (+2)
9 (-1)
14 (+2)
10 (0)

Passive Perception: 15
Saving Throws: Dex +6, Con +5, Wis +5
Skills: Intimidation + 3, Perception +5, Stealth +6
Damage Vulnerabilities: fire
Damage Immunities: cold
Senses: darkvision 60 ft.
Languages: understands Elvish and Umbral but can't speak
Image

Blood Scent. A hound of the night can follow a scent through phase shifts, ethereal movement, dimension door, and fey steps of any kind. Teleport and plane shift are beyond their ability to follow.
Innate Spellcasting. The hound's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: dimension door
 

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Frost Breath (Recharge 5-6). The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw.
Source tome of Beasts

Hulking Whelp

Small fey (shapechanger), chaotic neutral
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 94 (9d12 + 36)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (0)
18 (+4)
7 (-2)
14 (+2)
9 (-1)

Passive Perception: 12
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Senses: impaired sight 30 ft.
Languages: -
Image

Calm State. When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above: Size Small; HP 9 (6d6 . 12); Speed 20 ft.; STR 8 (-1); CON 6 (-2); Languages Common, Sylvan
Poor Senses. A hulking whelp has poor hearing and is nearsighted. It can see in normal or dim light up to 30 feet and hear sounds from up to 60 feet away.
Unleashed Emotion. When a hulking whelp feels threatened - it's touched, intimidated, cornered, attacked, or even just if a stranger moves adjacent to the whelp - it immediately grows from size Small to Huge as a reaction. If the whelp was attacked, this reaction occurs after the attack is made but before damage is done. Nearby creatures and objects are pushed to the nearest available space and must make a successful DC 15 Strength saving throw or fall prone. Weapons, armor, and other objects worn or carried by the hulking whelp grow (and shrink again) proportionally when it changes size. Overcome by raw emotion, it sets about destroying anything and everything it can see (which isn't much) and reach (which is quite a lot). The transformation lasts until the hulking whelp is unaware of any nearby creatures for 1 round, it drops to 0 hit points, it has 5 levels of exhaustion, or it's affected by a calm emotions spell or comparable magic. The transformation isn't entirely uncontrollable; people or creatures the whelp knows and trusts can be near it without triggering the reaction. Under the wrong conditions, such as in a populated area, a hulking whelp's Unleashed Emotion can last for days.
 

Actions

Multiattack. The hulking whelp makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
 

Reactions

Quick Step. A hulking whelp can move 20 feet as a reaction when it is attacked. No opportunity attacks are triggered by this move.
Source tome of Beasts

Hundun

Large celestial, chaotic good
Challenge 10 (5,900 XP)

Armor Class: 18 (natural armor)
Hit Points: 153 (18d10 + 54)
Speed: 40 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
14 (+2)
16 (+3)
4 (-3)
20 (+5)
18 (+4)

Passive Perception: 20
Saving Throws: Con +7, Wis +9, Cha +8
Skills: Athletics +9, Insight +9, Perception +9
Damage Resistances: lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: acid, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious
Senses: blindsight 60 ft.
Languages: understands Celestial and Primordial, but cannot speak intelligibly
Image

Brainless. Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun's mind confuses the caster as the spell for 1 round.
Dance of Creation. Hunduns can perform an act of magical creation almost unlimited in scope every 1d8 days. The effect is equivalent to a wish spell, but it must create something.
Enlightening Befuddlement. When a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one:
1d100 Result
01-10 Inspired:. Advantage on attack rolls, ability checks, and saving throws
11-20 Distracted:. Disadvantage on attack rolls, ability checks, and saving throws
21-50 Incoherent:. The target does nothing but babble or scribble incoherent notes on a new idea
51-75 Obsessed:. Target is recipient of geas to create a quality magical object
76-100 Suggestible:. Target receives a suggestion from the hundun
Innate Spellcasting. The hundun's innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components:
Constant: confusion (always centered on the hundun), detect thoughts
At will: create or destroy water, dancing lights, mending, prestidigitation
3/day each: compulsion, dimension door, black tentacles, irresistible dance
1/day each: awaken, creation, heroes' feast, magnificent mansion, plant growth, reincarnate, stone shape
Magic Weapons. The hundun's weapon attacks are magical.
 

Actions

Multiattack. The hundun makes four slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Source tome of Beasts

Ice Maiden

Medium fey, lawful evil
Challenge 6 (2,300 XP)

Armor Class: 16 (natural armor)
Hit Points: 84 (13d8 + 26)
Speed: 30ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
17 (+3)
15 (+2)
19 (+4)
13 (+1)
23 (+6)

Passive Perception: 11
Saving Throws: Con +5, Cha +9
Skills: Deception +9, Persuasion +9, Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: fire
Damage Immunities: cold
Senses: darkvision 60 ft.
Languages: Common, Giant, Sylvan
Image

Chilling Presence. Cold air surrounds the ice maiden. Small non-magical flames are extinguished in her presence and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold. Spells that grant protection from cold damage are targeted by an automatic dispel magic effect.
Cold Eyes. Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness.
Ice Walk. Ice maidens move across icy and snowy surfaces without penalty.
Snow Invisibility. In snowy environments, the ice maiden can turn invisible as a bonus action.
Magic Resistance. The ice maiden has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The ice maiden's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells:
At will: chill touch, detect magic, light, mage hand, prestidigitation, resistance
5/day each: endure elements (cold only), fear, fog cloud, misty step
3/day each: alter self, protection from energy, sleet storm
1/day: ice storm
 

Actions

Multiattack. The frost maiden makes two ice dagger attacks.
Ice Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.
Flurry-Form. The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning.
Icy Entangle. Ice and snow hinder her opponent's movement, as the entangle spell (DC 17).
Kiss of the Frozen Heart. An ice maiden may kiss a willing individual, freezing the target's heart. The target falls under the sway of a dominate spell, his or her alignment shifts to LE, and he or she gains immunity to cold. The ice maiden can have up to three such servants at once. The effect can be broken by dispel magic (DC 17), greater restoration, or the kiss of someone who loves the target.
Snowblind Burst. In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself. Those who fail a DC 17 Charisma saving throw are blinded for 1 hour. Targets that are immune to cold damage are also immune to this effect.
Source tome of Beasts

Idolic Deity

Small construct, neutral evil
Challenge 8 (3,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 90 (12d6 + 48)
Speed: 0 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
20 (+5)
18 (+4)
10 (0)
11 (0)
20 (+5)

Passive Perception: 10
Saving Throws: Wis +3
Skills: Deception +8, Stealth +8
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: fire
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: telepathy 60 ft.
Image

Stealth in darkness. The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness.
Apostasy Aura. The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect.
Incorporeal Movement. The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Shadow Stealth. While in dim light or darkness, the idolic deity can take the Hide action as a bonus action.
 

Actions

Multiattack. The idolic deity uses Seduce the Righteous and makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage.
Seduce the Righteous. The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle.
Source tome of Beasts

Imy-Ut Ushabti

Medium monstrosity, neutral
Challenge 3 (700 XP)

Armor Class: 15 (chain shirt)
Hit Points: 97 (15d8 + 30)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
14 (+2)
15 (+2)
6 (-2)
10 (0)
5 (-3)

Passive Perception: 10
Saving Throws: Wis +2
Damage Resistances: bludgeoning
Damage Vulnerabilities: fire
Condition Immunities: exhaustion, frightened
Senses: darkvision 60 ft.
Languages: Common (Ancient Nurian)
Image

Regeneration. The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point.
Rent wrappings. A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect.
 

Actions

Ceremonial Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Vomit Swarm (1/Day). The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source tome of Beasts

Isonade

Gargantuan monstrosity, chaotic neutral
Challenge 14 (11,500 XP)

Armor Class: 18 (natural armor)
Hit Points: 222 (12d20 + 96)
Speed: swim 100 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
14 (+2)
26 (+8)
6 (-2)
18 (+4)
8 (-1)

Passive Perception: 18
Saving Throws: Str +14, Con +12, Wis +8
Skills: Athletics +14, Perception +8
Damage Immunities: ability damage/drain
Senses: darkvision 90 ft.
Languages: understands Aquan and Elvish, but cannot speak
Image

Atmospheric Immunity. The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth.
Magic Resistance. The isonade has advantage on saving throws against spells and other magical effects.
Water Breathing. The isonade can breathe only underwater.
Innate Spellcasting. The isonade's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: animal messenger
3/day each: control water, earthquake
1/day each: control weather, storm of vengeance, tsunami
 

Actions

Multiattack. The isonade makes one tail slap attack and one bite attack.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12+ 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it's also swallowed whole (see below).
Tail Slap. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.
Breach. The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack.
Swallow Whole. When the isonade's bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade's turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.
Source tome of Beasts

Jaculus

Small dragon, neutral evil
Challenge 3 (700 XP)

Armor Class: 18 (natural armor)
Hit Points: 65 (10d6 + 30)
Speed: 20 ft., climb 20 ft., fly 10 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
18 (+4)
17 (+3)
13 (+1)
13 (+1)
13 (+1)

Passive Perception: 13
Saving Throws: Str +4, Dex +6, Con +5, Wis +3, Cha +3
Skills: Acrobatics +6, Perception +3, Stealth +6
Damage Resistances: acid, lightning
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: Common, Draconic
Image

Spearhead. If the jaculus moves at least 10 feet straight toward a target and hits that target with a jaws attack on the same turn, the jaws attack does an extra 4 (1d8) piercing damage.
 

Actions

Multiattack. The jaculus makes one jaws attack and one claws attack.
Jaws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage.
Source tome of Beasts

Kalke

Small fiend, neutral evil
Challenge 1/4 (50 XP)

Armor Class: 14 (natural armor)
Hit Points: 9 (2d6 + 2)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
17 (+3)
12 (+1)
13 (+1)
7 (-2)
13 (+1)

Passive Perception: 10
Skills: Perception +0, Stealth +5
Senses: darkvision 120 ft.
Languages: Abyssal, Common, Infernal
Image

Extinguish Flames. Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action.
Detect Spellcasting. Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate.
Magic Resistance. Kalkes have advantage on saving throws against spells and magical effects.
 

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Source tome of Beasts

Kikimora

Medium fey, chaotic neutral
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 65 (10d8 + 20)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
18 (+4)
15 (+2)
12 (+1)
16 (+3)
21 (+5)

Passive Perception: 13
Skills: Deception +7, Persuasion +7, Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing from
Senses: darkvision 60 ft.
Languages: Common, Sylvan
Image

Magic Resistance. The kikimora has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The kikimora's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: invisibility (self only), mage hand, mending, minor illusion, prestidigitation
3/day each: animal friendship, blinding smite, sleep
1/day each: insect plague, major image
 

Actions

Multiattack. The kikimora makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Hidey-Hole. When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi.permanent object (like a stove) to be her tiny domain. This ability creates a hidden extra-dimensional dwelling. After creating a hidey-hole, a kikimora can teleport herself and up to 50 lb of objects to the designated location instead of making a normal move. This extradimensional space can only be entered by the kikimora or by a creature using a plane shift spell or ability. The location can be determined by casting detect magic in the area of the sigil, but it takes a successful DC 15 Intelligence (Arcana) check to plane shift into the space. Inside the hidey-hole, a kikimora can see what is going on outside the space through a special sensor. This sensor functions like a window, and it can be blocked by mundane objects placed in front of the sigil. If she leaves an item in her space, it remains there even if she removes the sigil and places it in another location. If someone else removes the sigil, all contents are emptied into the Ethereal Plane (including any beings within her hidey-hole at the time). In this case, the kikimora can attempt a DC 15 Charisma saving throw to instead eject herself (but none of her possessions) into a space adjacent to the sigil.
Source tome of Beasts

Kobold Alchemist

Small humanoid (kobold), lawful neutral
Challenge 2 (450 XP)

Armor Class: 15 (studded leather)
Hit Points: 44 (8d6 + 16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
16 (+3)
15 (+2)
16 (+3)
9 (-1)
8 (-1)

Passive Perception: 9
Saving Throws: Dex +5
Skills: Arcana +5, Medicine +3
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

Apothecary. As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner's kit.
Pack Tactics. The kobold has advantage on an attack roll against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The kobold makes two attacks.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Alchemical Protection (Recharge after a Short or Long Rest). The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait.
Explosive Flask (Recharge 5-6). The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait.
Source tome of Beasts

Kobold Chieftain

Small humanoid (kobold), lawful evil
Challenge 4 (1,100 XP)

Armor Class: 17 (studded leather and shield)
Hit Points: 82 (15d6 + 30)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
17 (+3)
14 (+2)
11 (0)
13 (+1)
14 (+2)

Passive Perception: 11
Saving Throws: Dex +5, Cha +4
Skills: Intimidation +6, Stealth +5
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

Pack Tactics. The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain's allies is within 5 feet of the target and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold chieftain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The kobold makes 2 attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Inspiring Presence (Recharge after Short or Long Rest). The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls.
 

Reactions

Springspike Shield (5/rest). When the kobold chieftain is hit by a melee attack within 5 feet, the kobold chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 (1d6) poison damage.
Source tome of Beasts

Kobold Trapsmith

Small humanoid, lawful neutral
Challenge 1 (200 XP)

Armor Class: 14 (leather)
Hit Points: 36 (8d6 + 8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
16 (+3)
12 (+1)
16 (+3)
13 (+1)
8 (-1)

Passive Perception: 11
Skills: Stealth +5
Senses: darkvision 60 ft.
Languages: Common, Draconic
Image

Sunlight Sensitivity. While in sunlight, the kobold trapsmith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't incapacitated.
Thief's Tools. The kobold trapsmith has proficiency with thief's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes.
Traps and Snares. The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief's tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms.
Choke Bomb. This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that's in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind.
Poisoned Sliver. A poisoned sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.
Skullpopper. This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) damage. The type of damage depends on how the skullpopper is built: a stone or heavy log does bludgeoning damage, a spiked log does piercing damage, a scything blade does slashing damage, etc.
Slingsnare. A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points.
 

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.
Shredder (Recharge 6). The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) piercing damage.
Stunner (1/Day). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest.
Source tome of Beasts

Kongamato

Large beast, unaligned
Challenge 5 (1,800 XP)

Armor Class: 16 (natural armor)
Hit Points: 112 (15d10 + 30)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
18 (+4)
14 (+2)
2 (-4)
10 (0)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Languages: -
Image

Flyby. The kongamato doesn't provoke an opportunity attacks when it flies out of an enemy's reach.
Breaker of Boats. The kongamato deals double damage to objects and structures made of wood or lighter materials.
Carry Off. A single kongamato can carry away prey up to 50 lbs, or a single rider under that weight. A grouo of them can carry up to 100 lbs.
 

Actions

Multiattack. The kongamato makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the kongamato can't bite another target. When the kongamato moves, any target it is grappling moves with it.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Source tome of Beasts

Koschei

Medium fiend, neutral evil
Challenge 17 (18,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 135 (18d8 + 54)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
12 (+1)
17 (+3)
17 (+3)
13 (+1)
21 (+5)

Passive Perception: 17
Saving Throws: Dex +7, Wis +7, Cha +11
Skills: Arcana +9, Insight +7, Perception +7
Damage Resistances: cold, lightning
Damage Immunities: necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened
Senses: darkvision 60 ft.
Languages: Abyssal, Common, Celestial, Dwarvish, Infernal
Image

Hidden Soul. A creature holding the egg containing Koschei's soul can use an action to compel Koschei as if a dominate monster spell were cast on him and Koschei failed his saving throw. As long as the soul is within the needle, Koschei can't permanently die. If he is killed, his body reforms in his lair in 1d10 days. If the needle is broken, Koschei can be killed like any other creature.
Innate Spellcasting. Koschei's innate spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components.
At will: detect magic, phantom steed, scorching ray, sending
3/day each: invisibility, magic missile, shield
2/day each: animate objects, cone of cold, hypnotic pattern
1/day each: disintegrate, meteor swarm, true polymorph
Legendary Resistance (3/day). If Koschei fails a saving throw, he can choose to succeed instead.
Magic Weapons. Koschei's weapon attacks are magical and do an extra 14 (4d6) necrotic damage (included below).
Koschei's Lair Actions. On initiative count 20 (losing initiative ties), Koschei takes a lair action to cause one of the following effects; Koschei can’t use the same effect two rounds in a row:
- Koschei creates a whirlwind centered on a point he can see within 100 feet. The whirlwind is 10 feet wide and up to 50 feet tall. A creature in the area of the whirlwind when it’s created, or who enters the area for the first time on a turn, must make a DC 15 Strength saving throw. On a failed save, the creature is restrained and takes 18 (4d8) bludgeoning damage fromthe buffeting wind. A restrained creature can escape from the whirlwind by using its action to repeat the saving throw; on a success, it moves 5 feet outside the area of the whirlwind. The whirlwind lasts until Koschei uses this action again or dies.
- Tortured spirits appear and attack up to three creatures Koschei can see within the lair. One attack is made against each targeted creature; each attack has +8 to hit and does 10 (3d6) necrotic damage.
- Koschei disrupts the flow of magic in his lair. Until initiative count 20 on the following round, any creature other than a fiend who targets Koschei with a spell must make a DC 15 Wisdom saving throw. On a failure, the creature still casts the spell, but it must target a creature other than Koschei.
Regional Effects. The region containing Koschei’s lair is warped by Koschei’s magic, which creates one or more of the following effects:
- Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. They behave aggressively, but only attack if cornered. Foraging for food by hunting is difficult and only yields half the normal amount of food.
- Wind and snowstorms are common within 5 miles of the lair.
- Koschei is aware of any spell cast within 5 miles of his lair. He knows the source of the magic (innate, the caster’s class, or a magic item) and knows the direction to the caster.
If Koschei dies, conditions in the area surrounding his lair return to normal over the course of 1d10 days.
 

Actions

Multiattack. Koschei makes two longsword attacks and one drain life attack.
Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used in two hands plus 14 (4d6) necrotic damage.
Drain Life. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and Koschei regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
 

Legendary Actions

Koschei can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Koschei regains spent legendary actions at the start of its turn.
Attack. Koschei makes one attack with his longsword.
Teleport. Koschei teleports to an unoccupied space he can see within 40 feet.
Drain (2 actions). Koschei makes one attack with Drain Life.
Source tome of Beasts

Kot Bayun

Medium monstrosity, neutral
Challenge 2 (450 XP)

Armor Class: 15
Hit Points: 44 (8d8 + 8)
Speed: 40 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
13 (+1)
12 (+1)
16 (+3)
17 (+3)

Passive Perception: 13
Saving Throws: Dex +5
Senses: darkvision 60 ft.
Languages: Common, Sylvan
Image

Folk Cure. A kot bayun's tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat's tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon.
Innate Spellcasting. The kot bayun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
3/day each: fog cloud, invisibility (self only)
1/day: blink
 

Actions

Multiattack. The kot bayun makes one bite attack and one claws attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Slumbering Song. The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun's song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw.
Source tome of Beasts

Krake Spawn

Huge monstrosity, neutral evil
Challenge 9 (5,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 150 (12d12 + 72)
Speed: 20 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
12 (+1)
22 (+6)
17 (+3)
15 (+2)
18 (+4)

Passive Perception: 12
Saving Throws: Str +11, Con +10, Int +7, Cha +8
Damage Immunities: cold, poison, psychic
Condition Immunities: charmed, poisoned
Senses: darkvision 60 ft.
Languages: Common, Infernal, Primordial, Void Speech
Image

Amphibious. The krake spawn can breathe air and water.
Jet. While underwater, the krake spawn can take the withdraw action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability.
Innate Spellcasting. The krake spawn's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: protection from energy, ray of frost
1/day each: ice storm, wall of ice
 

Actions

Multiattack. The krake spawn makes eight tentacle attacks and one bite attack. It can subsitute one constrict attack for two tentacle attacks if it has a creature grappled at the start of the krake spawn’s turn, but it never constricts more than once per turn.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 12 (1d10 + 7) slashing damage.
Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) necrotic damage. If two tentacle attacks hit the same target in one turn, the target is also grappled (escape DC 17).
Constrict. The constricted creature takes 26 (3d12 + 7) bludgeoning damage and is grappled (escape DC 17) and restrained.
Ink Cloud (Recharge 6). The krake spawn emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness spell, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The krake spawn’s darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses.
Vomit Forth the Deeps (1/Day). The krake spawn sprays halfdigested food from its maw over a 15-foot cone. This acidic slurry causes 3 (1d6) acid damage and targets must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn.
Source tome of Beasts

Lantern Dragonette

Tiny dragon, lawful neutral
Challenge 1/2 (100 XP)

Armor Class: 13 (natural armor)
Hit Points: 28 (8d4 + 8)
Speed: 15 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
7 (-2)
12 (+1)
13 (+1)
16 (+3)
13 (+1)
12 (+1)

Passive Perception: 13
Saving Throws: Dex +3, Wis +3, Cha +3
Skills: Arcana +5, History +5, Nature +5, Perception +3, Religion +5
Condition Immunities: paralyzed, unconscious
Senses: darkvision 60 ft.
Languages: Common, Draconic, Elvish, Primordial; telepathy 60 ft.
Image

Lantern Belly (1/Day). If the dragonette has eaten 8 ounces of candle wax in the last 24 hours, it can emit a continual flame for 3d20 minutes. The continual flame can be dispelled, but the dragonette can resume it with a bonus action except in areas of magical darkness, if the time limit hasn't expired.
Innate Spellcasting. The lantern dragonette's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
1/day each: burning hands, color spray, scorching ray
Vulnerable to Magical Darkness. A lantern dragonette in an area of magical darkness loses its lantern belly ability and its ability to fly. It also suffers 1d6 radiant damage for every minute of exposure.
 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Source tome of Beasts

Lemurfolk

Small humanoid (lemurfolk), neutral
Challenge 1/4 (50 XP)

Armor Class: 13
Hit Points: 14 (4d6)
Speed: 20 ft., climb 10 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
11 (0)
12 (+1)
10 (0)
8 (-1)

Passive Perception: 10
Skills: Acrobatics +4, Stealth +4
Senses: darkvision 60 ft.
Languages: Common, Lemurfolk
Image

Silent Glide. The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks.
Sneak Attack (1/Turn). The lemurfolk deals an extra 3 (1d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the lemurfolk that isn't incapacitated and the lemurfolk doesn't have disadvantage on the attack roll.
 

Actions

Kukri Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 20/60 range, one target. Hit: 4 (1d4 + 2) piercing damage.
Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.
Source tome of Beasts

Lemurfolk Greyfur

Small humanoid (lemurfolk), neutral
Challenge 4 (1,100 XP)

Armor Class: 13 (16 with mage armor)
Hit Points: 67 (15d6 + 15)
Speed: 20 ft., climb 10 ft., fly 40 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
16 (+3)
12 (+1)
16 (+3)
12 (+1)
10 (0)

Passive Perception: 11
Skills: Acrobatics +5, Stealth +5
Senses: darkvision 60 ft.
Languages: Common, Lemurfolk
Image

Silent Glide. The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks.
Sneak Attack (1/Turn). The greyfur deals an extra 7 (2d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the greyfur that isn't incapacitated and the greyfur doesn't have disadvantage on the attack roll.
Spellcasting. The greyfur is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The greyfur has the following wizard spells prepared:
Cantrips (at will): light, mage hand, minor illusion, poison spray, resistance
1st Level (4 slots): mage armor, sleep
2nd Level (3 slots): detect thoughts, misty step
3rd Level (2 slots): lightning bolt
 

Actions

Kukri Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage.
Blowgun. Ranged Weapon Attack: +5 to hit, range 25/100 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.
Source tome of Beasts

Leshy

Medium monstrosity, chaotic neutral
Challenge 1 (200 XP)

Armor Class: 14 (natural armor)
Hit Points: 84 (13d8 + 26)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
14 (+2)
14 (+2)
15 (+2)
16 (+3)

Passive Perception: 14
Skills: Deception +5, Perception +4, Stealth +3, Survival +4
Senses: darkvision 60 ft.
Languages: Common, Elvish, Sylvan
Image

Innate Spellcasting. The leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: animal friendship, pass without trace, speak with animals
1/day each: entangle, plant growth, shillelagh, speak with plants, hideous laughter
Camouflage. A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage.
Mimicry. A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature).DM's choice.realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice.
 

Actions

Multiattack. The leshy makes two club attacks.
Change Size. The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy's statistics do not change.
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Source tome of Beasts

Library Automaton

Small construct, lawful neutral
Challenge 1/2 (100 XP)

Armor Class: 13 (natural armor)
Hit Points: 7 (2d6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
13 (+1)
10 (0)
14 (+2)
12 (+1)
8 (-1)

Passive Perception: 11
Skills: History +4, Investigation +4
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Senses: blindsight 60 ft., truesight 10 ft.
Languages: Common, Machine Speech
Image

Extra-Dimensional Book Repository. A small door on the chest of the library automaton opens into an extra.dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like.
 

Actions

Gaze of Confusion. The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect.
Bibliotelekinesis. This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.
Source tome of Beasts

Lich Hound

Medium undead, neutral evil
Challenge 4 (1,100 XP)

Armor Class: 14
Hit Points: 119 (14d8 + 56)
Speed: 30 ft., fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
18 (+4)
18 (+4)
6 (-2)
10 (0)
16 (+3)

Passive Perception: 14
Saving Throws: Dex +4, Con +4, Cha +3
Skills: Acrobatics +6, Perception +4
Damage Resistances: piercing and bludgeoning from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: blindsight 100 ft.
Languages: understands Darakhul
Image

Keen Hearing and Smell. The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Ethereal Jaunt. As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Gut Rip. As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving throw at the end of each of its turns; a successful save ends the condition early.
Howl. The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creatures that hear it. Howling requires and action, and creatures that hear the howl of a lich hound within 100 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound's howl for 24 hours.
Source tome of Beasts

Likho

Medium monstrosity, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 90 (12d8 + 36)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
18 (+4)
16 (+3)
13 (+1)
16 (+3)
21 (+5)

Passive Perception: 16
Saving Throws: Dex +7, Cha +8
Skills: Acrobatics +7, Perception +6, Stealth +10
Senses: darkvision 60 ft.
Languages: Common, Goblin, Void Speech
Image

Pounce. If the likho moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it.
Innate Spellcasting. The likho's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: message
3/day each: crown of madness, mirror image, ray of enfeeblement
1/day: bestow curse
Magic Resistance. The likho has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The likho makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Disruptive Gaze. As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn.
Source tome of Beasts

Lindwurm

Large dragon, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 15
Hit Points: 136 (16d10 + 48)
Speed: 40 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
20 (+5)
16 (+3)
6 (-2)
12 (+1)
8 (-1)

Passive Perception: 14
Saving Throws: Str +7, Dex +8, Con +6
Skills: Acrobatics +8, Athletics +8, Perception +4, Stealth +9
Damage Vulnerabilities: fire
Damage Immunities: cold
Condition Immunities: paralyzed, prone, unconscious
Senses: darkvision 60 ft., tremorsense 120 ft. on ice
Image

Lindwurm Fever. A creature infected with this disease by a lindwurm's bite gains one level of exhaustion an hour after being infected. The creature must make a DC 14 Constitution saving throw after each long rest. On a failure, the creature gains one level of exhaustion and recovers no hit dice from the long rest. On a success, the creature recovers from one level of exhaustion and regains hit dice normally. If the infected creature reduces itself to zero exhaustion by making successful saving throws, the disease is cured.
Skittering Skater. Lindwurms suffer no penalties from difficult terrain on ice and are immune to the effects of the grease spell.
Snake Belly. When lying with its sensitive stomach on the ice, a lindwurm can sense approaching creatures by the vibrations they cause, granting them tremorsense.
 

Actions

Multiattack. The lindwurm makes one bite attack, one claw attack, and one constrict attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract lindwurm fever.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lindwurm can constrict only this target.
Source tome of Beasts

Liosalfar

Large elemental, neutral
Challenge 8 (3,900 XP)

Armor Class: 17
Hit Points: 110 (20d10)
Speed: fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
10 (0)
25 (+7)
10 (0)
18 (+4)
18 (+4)
12 (+1)

Passive Perception: 17
Saving Throws: Dex +10, Con +3, Int +7, Wis +7, Cha +4
Skills: Arcana +7, Insight +7, Perception +7
Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison, psychic, radiant
Condition Immunities: blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: blindsight 120 ft., truesight 60 ft.
Languages: Common, Celestial, Elemental, Elvish, Giant
Image

Alien Mentality. A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round.
Darkness Vulnerability. Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful.
Incorporeal Movement. The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The liosalfar's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At Will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying
2/day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray
1/day each: hallucinatory terrain, plane shift, sunbeam
Lightform. Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form.
Prismatic Glow. Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness.
 

Actions

Multiattack. The liosalfar makes two Disrupting Touch attacks.
Disrupting Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round.
Source tome of Beasts

Living Wick

Small construct, unaligned
Challenge 1/4 (50 XP)

Armor Class: 13 (natural armor)
Hit Points: 28 (8d6)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
10 (0)
10 (0)
5 (-3)
5 (-3)
5 (-3)

Passive Perception: 10
Damage Vulnerabilities: fire
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: sight 20 ft. (blind beyond the radius of its own light)
Languages: shares a telepathic link with the individual that lit its wick
Image

Controlled. Living wicks cannot move, attack, or perform actions when they are not lit. Living wicks only respond to the telepathic commands of the individual that lit them.
Light. Activated living wicks produce light as a torch.
Melting. A living wick loses one hit point for every 24 hours it remains lit.
 

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Consume Self. A living wick can be commanded to rapidly burn through the remains of its wick, creating a devastating fireball. All creatures within 20 feet of the living wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. The wick is reduced to a lifeless puddle of wax.
Source tome of Beasts

Lorelei

Medium fey, chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 15 (18 mage armor)
Hit Points: 76 (9d8 + 36)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
21 (+5)
18 (+4)
16 (+3)
16 (+3)
23 (+6)

Passive Perception: 13
Saving Throws: Dex +8, Cha +9
Skills: Deception +9, Performance +9, Persuasion +9
Senses: darkvision 60 ft.
Languages: Common, Sylvan
Image

Alluring Presence. All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours.
Unearthly Grace. A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier.
Water Spirit. The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water.
Spellcasting. The lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared:
Cantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation
1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness
2nd level (3 slots): hold person, misty step, suggestion
3rdlevel (3 slots): hypnotic pattern, gaseous form, water walk
4th level (2 slots): dominate beast, ice storm
 

Actions

Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Charm. The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Stunning Glance. The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours.
Source tome of Beasts

Loxoda

Huge monstrosity, neutral evil
Challenge 6 (2,300 XP)

Armor Class: 13 (natural armor)
Hit Points: 147 (14d12 + 56)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
12 (+1)
19 (+4)
12 (+1)
14 (+2)
10 (0)

Passive Perception: 12
Skills: Survival +5
Languages: Loxodan
Image

Trampling Charge. If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone.
 

Actions

Multiattack. The loxoda makes two attacks, but no more than one of them can be a maul or javelin attack.
Maul. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.
Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Source tome of Beasts

Mahoru

Large monstrosity, unaligned
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 91 (14d8 + 28)
Speed: 10 ft., swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
19 (+4)
14 (+2)
3 (-4)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3, Stealth +6
Senses: darkvision 60 ft.
Languages: -
Image

Amphibious. The mahoru can breathe air and water.
Keen Sight and Smell. The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated.
Blood Frenzy. The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points.
 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.
Roar. When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours.
Vorpal Bite. A mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result:
1-2: right hand
3-4: left hand
5-6: right food
7-8: left foot
9: right forearm
10: left forearm
11: right lower leg
12: left lower leg
Source tome of Beasts

Mallqui

Medium undead, lawful neutral
Challenge 8 (3,900 XP)

Armor Class: 14 (natural armor)
Hit Points: 120 (16d8 + 48)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
9 (-1)
16 (+3)
11 (0)
16 (+3)
14 (+2)

Passive Perception: 13
Saving Throws: Int +3, Cha +5
Skills: History +3, Insight +6, Religion +3
Damage Resistances: cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: the languages it knew in life
Image

Regeneration. The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate.
Innate Spellcasting. The mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:
At will: druidcraft, produce flame
4/day each: create or destroy water, entangle
2/day: locate animals or plants
1/day each: dispel magic, plant growth, wind wall
Water Sensitivity. The flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways:
- Splashed with a waterskin or equivalent: 1d10 damage
- Attacked by creature made of water: Normal damage plus an extra 1d10 damage
- Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half)
- Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half)
Alternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above
 

Actions

Multiattack. The mallqui can use its xeric aura and makes two attacks with its desiccating touch.
Desiccating Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage.
Xeric Aura. All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it.
Xeric Blast. Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.
Source tome of Beasts

Malphas (Storm Crow)

Medium fey, neutral evil
Challenge 6 (2,300 XP)

Armor Class: 16 (studded leather)
Hit Points: 120 (16d8 + 48)
Speed: 40 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
19 (+4)
16 (+3)
14 (+2)
13 (+1)
14 (+2)

Passive Perception: 14
Saving Throws: Dex +7, Con +6, Wis +4, Cha +5
Skills: Perception +4
Senses: darkvision 60 ft.
Languages: Common, Giant, Ravenfolk, Sylvan
Image

Innate Spellcasting. The storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: magic missile
1/day: haste
Sunlight Sensitivity. While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Night Terror (1/round). As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target.
Swordtrained. Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons.
 

Actions

Multiattack. The malphas makes three longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
 

Reactions

Shadow Call. A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack.
Source tome of Beasts

Mamura

Small aberration (fey), neutral evil
Challenge 6 (2,300 XP)

Armor Class: 16 (natural armor)
Hit Points: 97 (13d6 + 52)
Speed: 20 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
18 (+4)
19 (+4)
17 (+3)
11 (0)
16 (+3)

Passive Perception: 16
Saving Throws: Dex +7, Con +7, Cha +6
Skills: Acrobatics +7, Perception +6, Stealth +7
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 60 ft.
Languages: Common, Elvish, Goblin, Sylvan, Void Speech
Image

All-Around Vision. Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies.
Magic Resistance. The mamura has advantage on saving throws against spells and other magical effects.
Friend to Darkness. In darkness or dim light, the mamura has advantage on Stealth checks. It can attempt to hide as a bonus action at the end of its turn if it's in dim light or darkness.
Distraction. Because of the mamura's alien and forbidding aura, any spellcaster within 20 feet of the mamura must make a successful DC 14 spellcasting check before casting a spell; if the check fails, they lose their action but not the spell slot. They must also make a successful DC 14 spellcasting check to maintain concentration if they spend any part of their turn inside the aura.
Flyby. The mamura doesn't provoke an opportunity attack when it flies out of an enemy's reach.
 

Actions

Multiattack. The mamura makes three claw attacks and one whiptail sting attack.
Claw. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws.
Whiptail Stinger. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura's claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect.
Source tome of Beasts

Mask Wight

Medium undead, neutral evil
Challenge 13 (10,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 207 (18d8 + 126)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
18 (+4)
24 (+7)
15 (+2)
16 (+3)
18 (+4)

Passive Perception: 13
Saving Throws: Str +11, Dex +9, Con +12, Int +7, Wis +8, Cha +9
Damage Resistances: acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: radiant
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses: darkvision 60 ft., truesight 30 ft.
Languages: Common, Giant, Infernal
Image

Innate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: alter self
1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues
1/week: gate
Single-minded Purpose. The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself.
 

Actions

Multiattack. The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack.
Khopesh of Oblivion. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.
Enervating Spiked Gauntlet. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.
Wail of the Forgotten (Recharge 6). The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated.the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death.
Source tome of Beasts

Mavka

Medium undead, chaotic evil
Challenge 12 (8,400 XP)

Armor Class: 17 (natural armor)
Hit Points: 170 (20d8 + 80)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
18 (+4)
13 (+1)
13 (+1)
18 (+4)

Passive Perception: 15
Saving Throws: Str +9, Dex +6, Con +8, Cha +8
Skills: Athletics +9, Nature +5, Perception +5
Damage Resistances: acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: cold, lightning
Senses: darkvision 90 ft.
Languages: Common, Infernal, Sylvan
Image

Innate Spellcasting. The mavka's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
Constant: protection from evil and good
At will: create or destroy water, dancing lights, ray of frost, resistance, witch bolt
3/day each: darkness, hold person, inflict wounds, invisibility, silence
1/day each: animate dead, bestow curse, blindness/deafness, contagion, dispel magic, vampiric touch
Nightmare Mount. A mavka is bonded to a nightmare when it is created. Mavkas are encountered with their mounts 95% of the time.
Sunlight Hypersensitivity. The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
 

Actions

Multiattack. The mavka makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 11 (2d10) necrotic damage.
Source tome of Beasts

Mi-Go

Medium plant, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 17 (natural armor)
Hit Points: 76 (8d8 + 40)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
19 (+4)
21 (+5)
25 (+7)
15 (+2)
13 (+1)

Passive Perception: 15
Saving Throws: Str +6, Con +8, Cha +4
Skills: Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7
Damage Resistances: radiant, cold
Senses: blindsight 30 ft., darkvision 240 ft.
Languages: Common, Mi-go, Void Speech
Image

Astral Travelers. Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right.
Sneak Attack (1/Turn). The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll.
Disquieting Technology. The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi.go item.
 

Actions

Multiattack. The mi-go makes two attacks with its claws.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.
 

Reactions

Spore Release. When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.
Source tome of Beasts

Millitaur

Large monstrosity, neutral
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 85 (10d10 + 30)
Speed: 40 ft., burrow 20 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
16 (+3)
8 (-1)
12 (+1)
10 (0)

Passive Perception: 11
Skills: Acrobatics +4
Damage Resistances: poison; bludgeoning and slashing from nonmagical weapons
Condition Immunities: prone
Senses: darkvision 60 ft., tremorsense 30 ft.
Languages: Common
Image

 

Actions

Multiattack. The millitaur makes two handaxe attacks.
Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 2 (1d4) poison damage.
Source tome of Beasts

Map Mimic

Tiny aberration (shapechanger), neutral
Challenge 1/4 (50 XP)

Armor Class: 14 (natural armor)
Hit Points: 32 (5d8 + 10)
Speed: 30 ft., fly 15 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
14 (+2)
13 (+1)
15 (+2)
16 (+3)

Passive Perception: 14
Damage Immunities: acid
Condition Immunities: prone
Senses: darkvision 60 ft.
Languages: -
Image

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Constrict Face. When a map mimic touches a Medium or smaller creature or vice versa, it adheres to the creature, enveloping the creature's face and covering its eyes and ears and airways (escape DC 13). The target creature is immediately blinded and deafened, and it begins suffocating at the beginning of the mimic's next turn.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Mimic Page. The mimic can disguise itself as any tiny, flat object.a piece of leather, a plate.not only a map. In any form, a map mimic can make a map on its skin leading to its mother mimic.
 

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait.
Source tome of Beasts

Mindrot Thrall

Medium plant, neutral
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 82 (11d8 + 33)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
17 (+3)
11 (0)
14 (+2)
6 (-2)

Passive Perception: 12
Saving Throws: Con +5
Damage Resistances: bludgeoning and piercing from nonmagical weapons
Damage Immunities: acid, poison
Condition Immunities: charmed, frightened, poisoned
Senses: tremorsense 30 ft.
Languages: understands Common but cannot speak
Image

Fungal Aura. A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores.
 

Actions

Multiattack. The mindrot thrall makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Acid Breath (Recharge 4-6). The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores.
Mindrot Spores. Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed.
Source tome of Beasts

Mirager

Medium fey (shapechanger), neutral evil
Challenge 3 (700 XP)

Armor Class: 13
Hit Points: 78 (12d8 + 24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
14 (+2)
10 (0)
14 (+2)
20 (+5)

Passive Perception: 14
Skills: Deception +7, Performance +9, Perception +4
Senses: darkvision 60 ft.
Languages: Common, Sylvan
Image

Shapechanger. The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting. The mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
3/day: charm person
1/day each: hallucinatory terrain, suggestion
Enthralling Mirage. When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled.
 

Actions

Multiattack.. The mirager makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Thirst Kiss. The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check.
Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only). The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours.
Source tome of Beasts

Miremal

Small fey, chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 13
Hit Points: 22 (5d6 + 5)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
16 (+3)
12 (+1)
10 (0)
12 (+1)
8 (-1)

Passive Perception: 13
Skills: Perception +3, Stealth +5, Survival +3
Senses: darkvision 60 ft.
Languages: Sylvan, Umbral
Image

Amphibious. The miremal can breathe air and water.
Swamp Camouflage. The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Savage Move. If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack.
 

Actions

Multiattack. The miremal makes two attacks, one of which must be a claw attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bog Spew (Recharge 5-6). The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds.
 

Reactions

Muddled Escape (1/Day). If an attack would reduce the miremal's hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal's next turn, it can reform, still with 1 hit point.
Source tome of Beasts

Mngwa

Medium aberration, neutral evil
Challenge 4 (1,100 XP)

Armor Class: 16
Hit Points: 91 (14d8 + 28)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
17 (+3)
15 (+2)
11 (0)
17 (+3)
17 (+3)

Passive Perception: 15
Skills: Perception +5, Stealth +7
Senses: darkvision 60 ft.
Languages: Common, Sylvan, can speak with felines
Image

Keen Smell. The mngwa has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The mngwa has advantage on attack rolls against a creature if at least one of the mngwa's allies is within 5 feet of the creature and the ally isn't incapacitated.
Running Leap. With a 10-foot running start, the mngwa can long jump up to 25 feet.
Feline Empathy. The mngwa has advantage on Wisdom (Animal Handling) checks to deal with felines.
Ethereal Coat. The armor class of the mngwa includes its Charisma modifier. All attack rolls against the mngwa have disadvantage. If the mngwa is adjacent to an area of smoke or mist, it can take a Hide action even if under direct observation.
 

Actions

Multiattack. The mngwa makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Source tome of Beasts

Monolith Champion

Large construct, unaligned
Challenge 8 (3,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 102 (12d10 + 36)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
12 (+1)
16 (+3)
10 (0)
10 (0)
10 (0)

Passive Perception: 10
Damage Immunities: poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: Elvish, Umbral
Image

Blatant Dismissal. While in a fey court or castle, a monolith champion that scores a successful hit with its greatsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 14 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible.and under the monolith champion's control, shouting for a retreat or the like. Outside fey locales, this ability does not function.
Fey Flame. The ritual powering a monolith champion grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs.
 

Actions

Multiattack. The champion makes two greatsword attacks or two slam attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 11 (2d10) cold or fire damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11 (2d10) cold or fire damage.
Source tome of Beasts

Monolith Footman

Large construct, unaligned
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 60 (8d10 + 16)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
14 (+2)
10 (0)
10 (0)
10 (0)

Passive Perception: 10
Damage Immunities: poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: Elvish, Umbral
Image

Blatant Dismissal. While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible.and under the monolith footman's control, shouting for a retreat or the like. Outside fey locales, this ability does not function.
Fey Flame. The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs.
Simple Construction. Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit.
 

Actions

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage.
Source tome of Beasts

Mordant Snare

Gargantuan aberration, chaotic evil
Challenge 15 (13,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 264 (16d20 + 96)
Speed: 10 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
23 (+6)
16 (+3)
22 (+6)
15 (+2)
14 (+2)
6 (-2)

Passive Perception: 12
Skills: Deception +8
Damage Resistances: bludgeoning from nonmagical weapons
Damage Immunities: acid
Condition Immunities: prone
Senses: darkvision 60 ft., tremorsense 60 ft.
Languages: Common, Primordial
Image

Magic Resistance. The mordant snare has advantage on saving throws against spells and other magical effects.
Absorb Channeled Energy. If a mordant snare is in the area of effect of a turn undead attempt, it gains temporary hit points. For each mordant puppet that would have been affected by the turning if it were a zombie, the mordant snare gains 10 temporary hit points, to a maximum of 60.
Buried. Until it does something to reveal its presence, a buried mordant snare is treated as if it's invisible.
Mordant Puppets. A mordant snare can control up to four bodies per tentacle. These "puppets" look and move like zombies. Treat each one as a zombie, but limited in movement to the 30-foot-by-30-foot area above the buried snare. Unlike normal zombies, any creature within 5 feet of a mordant puppet when the puppet takes piercing or slashing damage takes 3 (1d6) acid damage (spray from the wound). All puppets attached to a particular tentacle are destroyed if the mordant snare attacks with that tentacle; this does 9 (2d8) acid damage per puppet to all creatures within 5 feet of any of those puppets, or half damage with a successful DC 16 Dexterity saving throw. Damage done to puppet zombies doesn't affect the mordant snare. If the snare is killed, all of its puppets die immediately without causing any acid damage.
 

Actions

Multiattack. The mordant snare makes four melee attacks, using any combination of tentacle attacks, spike attacks, and filament attacks. No creature can be targeted by more than one filament attack per turn.
Spike. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage.
Tentacle. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 7 (2d6) acid damage.
Filaments. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 10 (3d6) acid damage, and the target is grappled (escape DC 16) and restrained.
Source tome of Beasts

Morphoi

Medium plant (shapechanger), chaotic evil
Challenge 1/2 (100 XP)

Armor Class: 13 (may be higher with armor)
Hit Points: 33 (6d8 + 6)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
13 (+1)
14 (+2)
10 (0)
15 (+2)

Passive Perception: 10
Senses: darkvision 60 ft.
Languages: Common
Image

Amphibious. The morphoi can breathe air and water.
Immunity to Temporal Effects. The morphoi is immune to all time-related spells and effects.
Shapeshifter. The morphoi can use its action to polymorph into a Medium creature or back into its true form. Its statistics are the same in each form. Any equipment the morphoi is carrying or wearing isn't transformed. The morphoi reverts to its true form when it dies.
 

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Trident. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft., or +5 to hit, range 20/60 ft., one target. Hit: 4 (1d8) piercing damage if used with both hands to make a melee attack, or 6 (1d6 + 3) if thrown.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Source tome of Beasts

Moss Lurker

Small humanoid, chaotic neutral
Challenge 1 (200 XP)

Armor Class: 15 (natural armor)
Hit Points: 45 (10d6 + 10)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
12 (+1)
12 (+1)
10 (0)
10 (0)

Passive Perception: 12
Saving Throws: Str +4, Dex +4
Skills: Perception +2, Stealth +4
Damage Immunities: fire, poison
Condition Immunities: blind, poisoned
Senses: blindsight 60 ft.
Languages: Giant, Sylvan, Trollkin
Image

Camouflage. A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain.
Love of Heavy Weapons. While moss lurkers can use heavy weapons, they have disadvantage while wielding them.
Keen Hearing and Smell. The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Poisoned Gifts. A moss lurker can contaminate liquids or food with poison. Someone who consumes the contaminated substance must make a successful DC 11 Constitution saving throw or become poisoned for 1 hour. When the poison is introduced, the moss lurker can choose a poison that also causes the victim to fall unconscious, or to become paralyzed while poisoned in this way. An unconscious creature wakes if it takes damage, or if a creature uses an action to shake it awake.
 

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Great Sword or Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing or bludgeoning damage.
Mushroom-Poisoned Javelin. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 6 (1d12) poison damage and the target is poisoned until the start of the moss lurker's next turn. A successful DC 11 Constitution save halves the poison damage and prevents poisoning.
Dropped Boulder. Ranged Weapon Attack: +4 to hit, range 100 ft. (vertically), one target. Hit: 10 (3d6) bludgeoning damage.
Source tome of Beasts

Venomous Mummy

Medium undead, lawful evil
Challenge 3 (700 XP)

Armor Class: 11 (natural armor)
Hit Points: 58 (9d8 + 18)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
8 (-1)
15 (+2)
7 (-2)
10 (0)
14 (+2)

Passive Perception: 10
Saving Throws: Wis +2
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: fire
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: the languages it knew in life
Image

Selket's Venom. The venomous mummy's body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy barehanded, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket's venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket's venom is a curse, so it lasts until ended by the remove curse spell or comparable magic.
Toxic Smoke. The venomous mummy's poisonimbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn takes 14 (4d6) poison damage, or half damage with a successful DC 12 Constitution saving throw.
 

Actions

Venomous Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above).
Source tome of Beasts

Deathcap Myconid

Medium plant, neutral evil
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 90 (12d8 + 36)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
10 (0)
16 (+3)
10 (0)
11 (0)
9 (-1)

Passive Perception: 10
Senses: darkvision 60 ft.
Languages: -
Image

Distress Spores. When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
 

Actions

Multiattack. The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.
Deathcap Spores (3/day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slumber Spores (3/day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.
Source tome of Beasts

Myling

Small undead, chaotic evil
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 45 (10d6 + 10)
Speed: 30 ft., burrow 10 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (0)
12 (+1)
10 (0)
12 (+1)
10 (0)

Passive Perception: 11
Skills: Stealth +4
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, poisoned, stunned, unconscious
Senses: darkvision 60 ft.
Languages: Common
Image

 

Actions

Multiattack. The myling makes one bite and two claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.
Buried Alive. If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling's next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger.
Source tome of Beasts

Naina

Large dragon (shapechanger), lawful evil
Challenge 11 (7,200 XP)

Armor Class: 17 (natural armor)
Hit Points: 231 (22d10 + 110)
Speed: 40 ft., fly 120 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
16 (+3)
21 (+5)
15 (+2)
18 (+4)
18 (+4)

Passive Perception: 18
Saving Throws: Dex +7, Con +9, Int +6, Wis +8, Cha +8
Skills: Arcana +6, Deception +8, Insight +8, Perception +8,
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: paralyzed, poisoned, unconscious
Senses: darkvision 60 ft.
Languages: Common, Darakhul, Draconic, Elvish, Sylvan
Image

Magic Sensitive. The naina detects magic as if it were permanently under the effect of a detect magic spell.
Spellcasting. The naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared:
Cantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image
1st level (4 slots): charm person, thunderwave, witch bolt
2nd level (3 slots): darkness, invisibility, locate object
3rd level (3 slots): dispel magic, hypnotic pattern
4th level (3 slots): dimension door
5th level (1 slot): dominate person
Shapechanger. The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form.
 

Actions

Multiattack. The naina makes two claw attacks and one bite attack.
Bite (drake form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage.
Claw (drake form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.
Poison Breath (Recharge 5-6). While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas.
Poison. A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends.
Paralysis. A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis.
Sleep. A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully.
Source tome of Beasts

Nichny

Medium fey, neutral evil
Challenge 6 (2,300 XP)

Armor Class: 17 (natural armor)
Hit Points: 112 (15d8 + 45)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
19 (+4)
17 (+3)
18 (+4)
18 (+4)
19 (+4)

Passive Perception: 17
Saving Throws: Dex +7
Skills: Acrobatics +7, Insight +7, Perception +7
Damage Resistances: acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: poison
Condition Immunities: charmed, frightened, paralyzed, poisoned, unconscious
Senses: darkvision 60 ft.
Languages: Elvish, Primordial, Sylvan, Void Speech
Image

Freedom of Movement. A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack.
Imbue Luck (1/Day). Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours.
Innate Spellcasting. The nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At Will: detect magic, invisibility, magic missile, ray of frost
3/day each: blink, dimension door, haste, polymorph (self only)
1/day each: teleport, word of recall
Luck Aura. A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action.
Magic Resistance. The nichny has advantage on saving throws against spells and other magical effects.
Soothsaying. Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true.
 

Actions

Multiattack. The nichny makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Source tome of Beasts

Nightgarm

Large monstrosity, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 114 (12d10 + 48)
Speed: 20 ft. (bipedal), 40 ft. (quadrupedal)

STR
DEX
CON
INT
WIS
CHA
20 (+5)
14 (+2)
18 (+4)
10 (0)
15 (+2)
16 (+3)

Passive Perception: 15
Skills: Perception +5, Stealth +5
Damage Resistances: lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Vulnerabilities: radiant; silvered weapons
Senses: darkvision 60 ft.
Languages: Common, Giant, Goblin, telepathy 200 ft. (with falsemen only)
Image

Spawn Falseman. If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a "falseman," this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar's relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet.
Distending Maw. Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size.
Superstitious. A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf's bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm's next turn.
Innate Spellcasting. The nightgarm's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
3/day each: darkness, dissonant whispers, hold person
1/day each: conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only)
 

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage, and a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21 (6d6) acid damage at the start of each of the nightgarm's turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Source tome of Beasts

Nkosi

Medium humanoid (shapechanger, nkosi), lawful neutral
Challenge 1/2 (100 XP)

Armor Class: 15 (studded leather)
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
12 (+1)
10 (0)
10 (0)
8 (-1)

Passive Perception: 10
Skills: Survival +2
Senses: darkvision 60 ft.
Languages: Common
Image

Shapechanger. The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak, and its speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The nkosi has advantage on Wisdom (Perception) checks that rely on smell.
Hunter's Maw. If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the nkosi can immediately make one bite attack against it as a bonus action.
 

Actions

Scimitar (Nkosi Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Mambele Throwing Knife (Nkosi Form Only). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Source tome of Beasts

Nkosi Pridelord

Medium humanoid (shapechanger, nkosi), lawful neutral
Challenge 4 (1,100 XP)

Armor Class: 16 (studded leather)
Hit Points: 93 (17d8 + 17)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
12 (+1)
10 (0)
10 (0)
14 (+2)

Passive Perception: 10
Skills: Survival +2
Senses: darkvision 60 ft.
Languages: Common
Image

Shapechanger. The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak and its walking speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The nkosi has advantage on Wisdom (Perception) checks that rely on smell.
Brute. A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack).
Hunter's Maw. If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nkosi can make one bite attack against it as a bonus action.
 

Actions

Multiattack. The pridelord makes two attacks with its scimitar or with its mambele throwing knife.
Scimitar (Nkosi Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Mambele Throwing Knife (Nkosi Form Only). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Pridelord's Roar (Recharges after a Short or Long Rest). Each nkosi of the pridelord's choice that is within 30 feet of it and can hear it can immediately use its reaction to make a bite attack. The pridelord can then make one bite attack as a bonus action.
Source tome of Beasts

Nkosi War Ostrich

Large beast, unaligned
Challenge 1/2 (100 XP)

Armor Class: 11
Hit Points: 42 (5d10 + 15)
Speed: 60 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
12 (+1)
16 (+3)
2 (-4)
10 (0)
5 (-3)

Passive Perception: 10
Languages: -
Image

Standing Leap. The ostrich can jump horizontally up to 20 feet and vertically up to 10 feet, with or without a running start.
Battle Leaper. If a riderless ostrich jumps at least 10 feet and lands within 5 feet of a creature, it has advantage on attacks against that creature this turn.
 

Actions

Multiattack. The ostrich makes two kicking claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Source tome of Beasts

Noctiny

Medium humanoid (noctiny), neutral evil
Challenge 2 (450 XP)

Armor Class: 13 (studded leather armor)
Hit Points: 52 (8d8 + 16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
13 (+1)
14 (+2)
10 (0)
11 (0)
16 (+3)

Passive Perception: 10
Condition Immunities: frightened
Languages: Common, plus the language spoken by the noctini's fext master
Image

Magic Resistance. The noctiny has advantage on saving throws against spells and other magical effects.
Pact Wrath. One of the noctiny's weapons is infused with power. Its attacks with this weapon count as magical, and it adds its Charisma bonus to the weapon's damage (included below).
Spellcasting. The noctiny is a 3rd-level spellcaster. Its spellcasting ability score is Charisma (save DC 13, +5 to hit with spell attacks). It knows the following warlock spells.
Cantrips (at will): chill touch, eldritch blast, poison spray
1st level (4 slots): armor of agathys, charm person, hellish rebuke, hex
2nd level (2 slots): crown of madness, misty step
 

Actions

Multiattack. The noctiny makes two melee attacks.
Pact Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used in two hands.
Source tome of Beasts

Oculo Swarm

Large swarm of Tiny aberrations, neutral evil
Challenge 4 (1,100 XP)

Armor Class: 15
Hit Points: 110 (13d10 + 39)
Speed: 5 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
10 (0)
20 (+5)
16 (+3)
8 (-1)
15 (+2)
17 (+3)

Passive Perception: 16
Skills: Insight +6, Perception +6, Stealth +7
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses: darkvision 60 ft.
Languages: understands Common but can't speak
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening at least 2 inches square. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Eye Extraction. Every creature that occupies the same space as the swarm must succeed on a DC 13 Constitution saving throw or become temporarily blinded as their eyes strain from their sockets. This blindness lasts for as long as the affected creature remains in the same space as the oculus; it ends at the end of the blinded creature's turn if the creature is out of the oculus's space. Also, any cure spell cast on the blinded creature ends the temporary blindness, but not restoration spells. If a creature that's already temporarily blinded is targeted again by eye extraction and fails the saving throw, that creature becomes permanently blind as its eyes are pulled from their sockets to join the swarm (causing 1d8 piercing damage). Success on either saving throw renders that creature immune to eye extraction for 24 hours (but it still doesn't recover its sight until it gets out of the swarm). An oculo swarm with 50 or fewer hit points can't use this ability.
Gaze (recharge 5-6). The swarm targets every creature in its space with a gaze attack. The swarm can choose one of two effects for the attack: confusion or hold person. Every target in the swarm's space is affected unless it makes a successful DC 14 Charisma saving throw. Even creatures that avert their eyes or are blind can be affected by an oculus swarm's gaze. The confusion or hold person effect lasts 1d4 rounds.
Source tome of Beasts

Oozasis

Gargantuan ooze, unaligned
Challenge 9 (5,000 XP)

Armor Class: 7
Hit Points: 217 (14d20 + 70)
Speed: 20 ft., climb 20 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
5 (-3)
20 (+5)
12 (+1)
22 (+6)
18 (+4)

Passive Perception: 20
Saving Throws: Int +5, Wis +10, Cha +8
Skills: Deception +8, History +5, Insight +10, Perception +10
Damage Resistances: fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: thunder
Damage Immunities: acid
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
Senses: blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft.
Languages: understands all languages but can't speak, telepathy 120 ft.
Image

Amorphous. The oozasis can move through a space as narrow as 1 inch wide without squeezing.
Mirage. As a bonus action, the oozasis can create a mirage around itself to lure victims toward it while disguising its true nature. This functions as the mirage arcane spell (save DC 16) but is nonmagical, and therefore can't be detected using detect magic or similar magic, and can't be dispelled.
Waters of Unfathomable Compulsion. Any creature that drinks the water of an oozasis or eats fruit from the plants growing in it has a dream (as the spell, save DC 16) the next time it sleeps. In this dream, the oozasis places a compulsion to carry out some activity as a torrent of images and sensations. When the creature awakens, it is affected by a geas spell (save DC 16, cast as a 7th-level spell) in addition to the effects of dream.
 

Actions

Multiattack. The oozasis makes two pseudopod attacks.
Pseudopod. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) acid damage, and a target that's Large or smaller is grappled (escape DC 16) and restrained until the grapple ends. The oozasis has two pseudopods, each of which can grapple one target at a time.
Engulf. The oozasis engulfs creatures grappled by it. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the oozasis, takes 21 (6d6) acid damage at the start of each of the oozasis's turns, and is subject to the oozasis's Waters of Unfathomable Compulsion trait. The creature takes no damage if the oozasis chooses not to inflict any. When the oozasis moves, the engulfed creature moves with it. An engulfed creature can escape by using an action and making a successful DC 16 Strength check. On a success, the creature enters a space of its choice within 5 feet of the oozasis.
Vapors of Tranquility or Turmoil (Recharges after a Short or Long Rest). The oozasis sublimates its waters into a vapor that fills a disk centered on the oozasis, 60 feet in radius, and 10 feet thick. All creatures in the area are affected by either the calm emotions spell or the confusion spell (save DC 16). The oozasis chooses which effect to use, and it must be the same for all creatures.
Source tome of Beasts

Corrupting Ooze

Large ooze, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 12 (natural armor)
Hit Points: 115 (10d10 + 60)
Speed: 20 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (0)
22 (+6)
4 (-3)
2 (-4)
1 (-5)

Passive Perception: 5
Skills: Stealth +3
Damage Resistances: slashing, bludgeoning
Damage Immunities: acid, fire, poison
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft., tremorsense 60 ft.
Languages: -
Image

Corrupting Touch. When a corrupting ooze scores a critical hit or starts its turn with a foe grappled, it can dissolve one leather, metal, or wood item of its choosing in the possession of the target creature. A mundane item is destroyed automatically; a magical item is destroyed if its owner fails to make a successful DC 16 Dexterity saving throw.
Strong Swimmer. A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it faster than walking speed.
 

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 13).
Source tome of Beasts

Ostinato

Medium aberration, chaotic neutral
Challenge 4 (1,100 XP)

Armor Class: 15
Hit Points: 39 (6d8 + 12)
Speed: fly 50 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
20 (+5)
15 (+2)
5 (-3)
12 (+1)
17 (+3)

Passive Perception: 13
Skills: Perception +3
Damage Resistances: acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: thunder
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft.
Languages: telepathy 200 ft.
Image

Incorporeal Movement. The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Invisibility. The ostinato is invisible as per a greater invisibility spell.
Magic Resistance. The ostinato has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The ostinato makes two cacophony ray attacks.
Cacophony Ray. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage.
Aural Symbiosis (1/Day). One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends.
Voracious Aura (1/Day). While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source.
Source tome of Beasts

Pombero

Medium fey, chaotic neutral
Challenge 3 (700 XP)

Armor Class: 15 (natural armor)
Hit Points: 90 (12d8 + 36)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
16 (+3)
16 (+3)
8 (-1)
10 (0)
14 (+2)

Passive Perception: 10
Skills: Athletics +5, Sleight of Hand +5, Stealth +5
Senses: darkvision 60 ft.
Languages: Sylvan
Image

Beast's Voice. The pombero can magically speak with any beast and can perfectly mimic beast sounds.
Twisted Limbs. The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain.
Sneak Attack (1/turn). The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll.
Soft Step. The pombero has advantage on Dexterity (Stealth) checks in forest terrain.
 

Actions

Multiattack. The pombero uses Charming Touch if able, and makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13).
Charming Touch (recharge 5-6). The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately.
Invisibility. The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks.
Source tome of Beasts

Possessed Pillar

Large construct, unaligned
Challenge 7 (2,900 XP)

Armor Class: 14 (natural armor)
Hit Points: 95 (10d10 + 40)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
8 (-1)
19 (+4)
3 (-4)
11 (0)
1 (-5)

Passive Perception: 10
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120 ft.
Languages: understands the languages of its creator but can't speak
Image

Immutable Form. The pillar is immune to any spell or effect that would alter its form.
Magic Resistance. The pillar has advantage on saving throws against spells and other magical effects.
Magic Weapons. The pillar's weapon attacks are magical.
Steal Weapons. The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it's no longer threatened. This ability affects armor only during a grapple.
False Appearance. While the pillar remains motionless, it is indistinguishable from a statue or a carved column.
 

Actions

Multiattack. The pillar makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Source tome of Beasts

Putrid Haunt

Medium undead, neutral evil
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 44 (8d8 + 8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
8 (-1)
13 (+1)
6 (-2)
11 (0)
6 (-2)

Passive Perception: 10
Damage Resistances: bludgeoning and piercing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: -
Image

Dead Still. Treat a putrid haunt as invisible while it's buried in swamp muck.
Swamp Shamble. Putrid haunts suffer no movement penalties in marshy terrain.
 

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Vomit Leeches (Recharge 6). A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature's turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally.
Source tome of Beasts

Qwyllion

Medium aberration, neutral evil
Challenge 8 (3,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 110 (13d8 + 52)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
20 (+5)
19 (+4)
12 (+1)
13 (+1)
16 (+3)

Passive Perception: 14
Saving Throws: Dex +8, Cha +6
Skills: Acrobatics +11, Perception +4
Damage Resistances: acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 60 ft.
Languages: Common, Goblin, Infernal, Sylvan, Void Speech
Image

Disruptive. Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion.
Nauseating Aura. The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect.
 

Actions

Multiattack. The qwyllion uses its deadly gaze if it can, and makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.
Deadly Gaze (recharge 5-6). The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control.
Innate Spellcasting. The qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:
3/day each: dominate person (range 20 feet), shatter
Source tome of Beasts

Ramag

Medium humanoid (ramag), neutral
Challenge 1/4 (50 XP)

Armor Class: 13 (leather armor)
Hit Points: 27 (6d8)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
10 (0)
16 (+3)
12 (+1)
11 (0)

Passive Perception: 11
Skills: Arcana +5, Investigation +5
Languages: Common
Image

Magic Resistance. The ramag has advantage on saving throws against spells or other magical effects.
 

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source tome of Beasts

Rat King

Medium monstrosity, chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 76 (9d8 + 36)
Speed: 30 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
16 (+3)
18 (+4)
11 (0)
15 (+2)
16 (+3)

Passive Perception: 12
Skills: Stealth +6
Damage Resistances: bludgeoning, piercing, slashing
Damage Immunities: poison
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses: darkvision 60 ft.
Languages: Common, Thieves' Cant
Image

Keen Smell. The rat king has advantage on Wisdom (Perception) checks that rely on smell.
Plague of Ill Omen. The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result.
 

Actions

Multiattack. The rat king makes four bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.
Summon Swarm (1/Day). The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies.
 

Reactions

Absorption. When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm.
Source tome of Beasts

Ratatosk

Tiny celestial, chaotic neutral
Challenge 4 (1,100 XP)

Armor Class: 14
Hit Points: 42 (12d4 + 12)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
18 (+4)
12 (+1)
17 (+3)
10 (0)
18 (+4)

Passive Perception: 10
Saving Throws: Wis +4, Cha +6
Skills: Deception +6, Persuasion +6, Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons
Senses: darkvision 60 ft.
Languages: Celestial, Common; telepathy 100 ft.
Image

Innate Spellcasting. The ratatosk's spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components:
At will: animal messenger, message, vicious mockery
1/day each: commune, mirror image
3/day each: sending, suggestion
Skitter. The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
 

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe.
Divisive Chatter (recharge 5-6). Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Reactions

Desperate Lies. A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack's reach or range. If no other target is in the attack's range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect.
Source tome of Beasts

Ratfolk

Small humanoid (ratfolk), neutral
Challenge 1/4 (50 XP)

Armor Class: 14 (studded leather armor)
Hit Points: 7 (2d6)
Speed: 25 ft., swim 10 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
11 (0)
14 (+2)
10 (0)
10 (0)

Passive Perception: 12
Skills: Perception +2
Senses: darkvision 60 ft.
Languages: Common
Image

Nimbleness. The ratfolk can move through the space of any creature size Medium or larger.
Pack Tactics. The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking.
 

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Light crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Source tome of Beasts

Ratfolk Rogue

Small humanoid (ratfolk), neutral
Challenge 1 (200 XP)

Armor Class: 15 (studded leather armor)
Hit Points: 18 (4d6 + 4)
Speed: 25 ft., swim 10 ft.

STR
DEX
CON
INT
WIS
CHA
7 (-2)
16 (+3)
12 (+1)
14 (+2)
10 (0)
10 (0)

Passive Perception: 12
Skills: Acrobatics +5, Perception +2, Stealth +7
Senses: darkvision 60 ft.
Languages: Common, Thieves Cant
Image

Cunning Action. A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide.
Nimbleness. A ratfolk rogue can move through the space of any creature size Medium or larger.
Pack Tactics. A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking.
Sneak Attack (1/Turn). A ratfolk rogue deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of its allies that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll.
 

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Rat Dagger Flurry. Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage.
Source tome of Beasts

Ravenala

Large plant, unaligned
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 126 (12d10 + 60)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (0)
20 (+5)
12 (+1)
16 (+3)
12 (+1)

Passive Perception: 13
Saving Throws: Wis +6, Cha +4
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire, cold
Condition Immunities: blinded, deafened
Languages: Common, Druidic, Elvish, Sylvan
Image

Magic Resistance. The ravenala has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: entangle, sleep
1/day each: heal, wall of thorns
Green Walk. The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement.
 

Actions

Multiattack. The ravenala makes two slam attacks or two bursting pod attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Bursting Pod. Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.
Lamenting Engulfment. The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala.
Source tome of Beasts

Ravenfolk Scout

Medium humanoid (kenku), neutral
Challenge 1/2 (100 XP)

Armor Class: 14 (studded leather armor)
Hit Points: 21 (6d8 . 6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
8 (-1)
10 (0)
15 (+2)
12 (+1)

Passive Perception: 16
Saving Throws: Dex+4, Con +1, Wis +4, Cha +3
Skills: Deception +3, Perception +6, Stealth +6
Senses: darkvision 120 ft.
Languages: Common, Feather Speech, Huginn
Image

Mimicry. Ravenfolk scouts can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.
 

Actions

Multiattack. The ravenfolk scout makes one peck attack and one other melee or ranged attack.
Ghost Wings. The ravenfolk scout furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 12 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn.
Longbow. Ranged Weapon Attack. +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 +2) piercing damage.
Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+ 2) piercing damage.
Source tome of Beasts

Ravenfolk Warrior

Medium humanoid (kenku), neutral
Challenge 3 (700 XP)

Armor Class: 15 (studded leather armor)
Hit Points: 78 (12d8 + 24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
14 (+2)
10 (0)
13 (+1)
10 (0)

Passive Perception: 15
Saving Throws: Dex+5, Wis +3, Cha +2
Skills: Deception +2, Perception +5, Stealth +5
Senses: darkvision 120 ft.
Languages: Common, Feather Speech, Huginn
Image

Rune Weapons. Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand.
Mimicry. Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.
 

Actions

Multiattack. A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack.
Ghost Wings. The ravenfolk warrior furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn.
Longbow. Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Radiant Runespear. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
 

Reactions

Odin's Call. A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less.
Source tome of Beasts

Ravenfolk Doom Croaker

Medium humanoid (kenku), neutral
Challenge 5 (1,800 XP)

Armor Class: 14 (studded leather armor)
Hit Points: 88 (16d8 + 16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
12 (+1)
12 (+1)
18 (+4)
14 (+2)

Passive Perception: 20
Saving Throws: Str +3, Dex+5, Wis +7
Skills: Intimidate +5, Perception +10
Senses: darkvision 120 ft.
Languages: Common, Feather Speech, Huginn
Image

Mimicry. Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.
Magic Resistance. The doom croaker has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The doom croaker's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: comprehend languages
3/day each: counterspell, fear, phantom steed
1/day each: blight, call lightning, clairvoyance, insect plague
1/week: legend lore
 

Actions

Ghost Wings. The ravenfolk doom croaker furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn.
Radiant Runestaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 4 (1d8) radiant damage.
Source tome of Beasts

Redcap

Medium fey, neutral evil
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 105 (14d8 + 42)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (0)
17 (+3)
11 (0)
13 (+1)
8 (-1)

Passive Perception: 11
Saving Throws: Con +6
Skills: Athletics +8, Intimidation +5
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Languages: Common, Sylvan, Undercommon
Image

Clomping Boots. The redcap has disadvantage on Dexterity (Stealth) checks.
Red Cap. The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust.
Solid Kick. The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone.
 

Actions

Multiattack. The redcap makes two pike attacks and one bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.
Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Source tome of Beasts

Rift Swine

Large aberration, chaotic neutral
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 110 (13d10 + 39)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
17 (+3)
4 (-3)
12 (+1)
5 (-3)

Passive Perception: 11
Damage Resistances: force, poison
Senses: darkvision 60 ft.
Languages: -
Image

360-Degree Vision. The rift swine's extra eyes give it advantage on Wisdom (Perception) checks that rely on sight.
Chaos mutations. 50% of rift swine have additional mutant features. Choose or roll on the table below.
1 - Acid Boils: A creature that hits the rift swine with a melee attack must make a successful DC 12 Dexterity saving throw or take 3 (1d6) acid damage.
2 - Tentacular Tongue: Instead of using its tusks, the rift swine can attack with its tongue: Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it is grappled and restrained as with a tentacle attack (escape DC 14).
3 - Covered in Slime:Increase the rift swine's AC by 1.
4 - Acid Saliva: The rift swine's tusk or tongue attack does an additional 3 (1d6) acid damage.
5 - Poison Spit: Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 6 (1d12) poison damage.
6 - Roll Twice
 

Actions

Multiattack. The rift swine makes one tusks attack and two tentacle attacks.
Tusks. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the rift swine can't use this tentacle against another target.
Source tome of Beasts

Adult Rime Worm

Large elemental, neutral
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 105 (10d10 + 50)
Speed: 30 ft., swim 30 ft, burrow (snow, ice) 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
14 (+2)
20 (+5)
6 (-2)
14 (+2)
3 (-4)

Passive Perception: 12
Saving Throws: Str +8, Con +8
Damage Immunities: cold, necrotic
Senses: darkvision 200 ft.
Languages: -
Image

Born of Rime. A rime worm can breathe air or water with equal ease.
Ringed by Ice and Death. A rime worm is surrounded by an aura of cold, necrotic magic. At the start of the rime worm's turn, enemies within 5 feet take 2 (1d4) cold damage plus 2 (1d4) necrotic damage. If two or more enemies take damage from the aura on a single turn, the rime worm's black ice spray recharges immediately.
 

Actions

Multiattack. The rime worm makes two tendril attacks.
Tendril. Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If both tendril attacks hit the same target in a single turn, that target is grappled (escape DC 15). The rime worm can grapple one creature at a time, and it can't use its tendril or devour attacks against a different target while it has a creature grappled.
Devour. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the target was grappled by the rime worm, it takes an additional 13 (2d12) cold damage.
Black Ice Spray (Recharge 5-6). The rime worm sprays slivers of ice in a line 30 feet long and 5 feet wide. All creatures in the line take 26 (4d12) necrotic damage and are blinded; a successful DC 15 Constitution saving throw prevents the blindness. A blinded creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save.
Source tome of Beasts

Rime Worm Grub

Medium elemental, neutral
Challenge 1 (200 XP)

Armor Class: 13 (natural armor)
Hit Points: 45 (6d8 + 18)
Speed: 30 ft., swim 30 ft, burrow (snow, ice) 20 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
16 (+3)
4 (-3)
12 (+1)
3 (-4)

Passive Perception: 11
Saving Throws: Str +5, Con +5
Damage Resistances: cold
Senses: darkvision 200 ft.
Languages: -
Image

Born of Rime. A rime worm grub can breathe air or water with equal ease.
Ravenous. At the grub stage, the worm is painfully hungry. Rime worm grubs can make opportunity attacks against enemies who disengage.
 

Actions

Multiattack. The rime worm makes one tendril attack and one gnash attack.
Tendril. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Gnash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Source tome of Beasts

Risen Reaver

Large undead, chaotic evil
Challenge 7 (2,900 XP)

Armor Class: 15 (studded leather)
Hit Points: 168 (16d10 + 80)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
16 (+3)
20 (+5)
9 (-1)
7 (-2)
6 (-2)

Passive Perception: 11
Saving Throws: Dex +6
Skills: Perception +1
Senses: darkvision 120 ft.
Languages: any languages it knew in life
Image

Life Sense. The risen reaver automatically detects all living creatures within 120 feet. This sense is blocked by 3 feet of wood, 1 foot of earth or stone, an inch of metal, or a thin sheet of lead.
Pounce. When the risen reaver hits an enemy with its blade attack after moving at least 20 feet, the target creature must make a DC 15 Strength saving throw. On a failure, the creature falls prone and the risen reaver can use a bonus action to make a single blade attack.
Infused Arsenal. As a bonus action, the risen reaver can absorb one unattended weapon into its body. For every weapon it absorbs, it deals +1 damage with its blade attacks ( maximum of +3).
Skitter. The risen reaver can take the Dash action as a bonus action.
 

Actions

Multiattack. The risen reaver makes three blade attacks.
Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage.
Source tome of Beasts

Roachling Skirmisher

Small humanoid (roachling), chaotic neutral
Challenge 1/4 (50 XP)

Armor Class: 13 (natural armor)
Hit Points: 7 (2d6)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
11 (0)
10 (0)
9 (-1)
8 (-1)

Passive Perception: 9
Saving Throws: Dexterity +4, Constitution +2
Skills: Acrobatics +4, Stealth +6
Senses: darkvision 60 ft., tremorsense 10 ft.
Languages: Common
Image

Resistant. The roachling skirmisher has advantage on Constitution saving throws.
Unlovely. The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings.
 

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source tome of Beasts

Roachling Lord

Small humanoid (roachling), chaotic neutral
Challenge 2 (450 XP)

Armor Class: 15 (natural armor)
Hit Points: 63 (14d6 + 14)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
16 (+3)
12 (+1)
10 (0)
10 (0)
10 (0)

Passive Perception: 9
Saving Throws: Dexterity +5, Constitution +3
Skills: Acrobatics +5, Stealth +7
Senses: darkvision 60 ft., tremorsense 10 ft.
Languages: Common
Image

Resistant. The roachling skirmisher has advantage on Constitution saving throws.
Unlovely. The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings.
 

Actions

Multiattack. The roachling lord makes two melee attacks or throws two darts.
Begrimed Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.
Begrimed Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.
Source tome of Beasts

Rotting Wind

Large undead, neutral evil
Challenge 6 (2,300 XP)

Armor Class: 15
Hit Points: 82 (11d10 + 22)
Speed: 0 ft., fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
14 (+2)
20 (+5)
15 (+2)
7 (-2)
12 (+1)
10 (0)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: blindsight 60 ft. (blind beyond this)
Languages: -
Image

Air Form. The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Befouling Presence. All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable.
Invisibility. The rotting wind is invisible as per a greater invisibility spell.
 

Actions

Wind of Decay. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.
Source tome of Beasts

Rusalka

Medium undead, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 14 (natural armor)
Hit Points: 88 (16d8 + 16)
Speed: 30 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
13 (+1)
12 (+1)
11 (0)
15 (+2)
18 (+4)

Passive Perception: 12
Damage Immunities: necrotic, poison; piercing and slashing damage from nonmagical weapons
Condition Immunities: charmed, frightened, paralyzed, poisoned
Senses: darkvision 60 ft.
Languages: Common
Image

Withered Tresses. If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.
Innate Spellcasting. The rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: control water, suggestion, tongues, water walk (can be ended freely at will)
1/day: dominate person
Watery Camouflage. In dim light or darkness, a rusalka that's underwater is invisible.
 

Actions

Breathless Kiss. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.
Drowning Hair (1/Day). The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple.
Source tome of Beasts

Sand Silhouette

Medium undead, neutral evil
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 105 (14d8 + 42)
Speed: 30 ft., burrow 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
17 (+3)
7 (-2)
12 (+1)
10 (0)

Passive Perception: 11
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft., tremorsense 60 ft.
Languages: all languages it knew in life
Image

Camouflage. While in desert environments, the sand silhouette can use the Hide action even while under direct observation.
Sand Form. The sand silhouette can move through a space as narrow as 1 inch wide without squeezing.
Sand Glide. The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through. It is invisible while burrowing this way.
Vulnerability to Water. For every 5 feet the sand silhouette moves while touching water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. If the sand silhouette is completely immersed in water, it takes 10 (4d4) cold damage.
 

Actions

Multiattack. The sand silhouette makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sand silhouette engulfs it.
Engulf. The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, but no longer grappled. It must make a successful DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 14 (3d6 + 4) bludgeoning damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can only engulf one creature at a time.
Haunted Haboob (Recharge 4-6). The sand silhouette turns into a 60-foot radius roiling cloud of dust and sand filled with frightening shapes. A creature that starts its turn inside the cloud must choose whether to close its eyes and be blinded until the start of its next turn, or keep its eyes open and make a DC 15 Wisdom saving throw. If the saving throw fails, the creature is frightened for 1 minute. A frightened creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Source tome of Beasts

Sandman

Medium celestial, chaotic neutral
Challenge 5 (1,800 XP)

Armor Class: 14
Hit Points: 82 (11d8 + 33)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
19 (+4)
16 (+3)
13 (+1)
14 (+2)
19 (+4)

Passive Perception: 12
Saving Throws: Dex +7, Cha +7
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, poisoned, unconscious
Senses: truesight 60 ft.
Languages: Common, Celestial, Giant, Infernal, Umbral
Image

Eye-Closer's Curse. If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic.
Innate Spellcasting. The sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)
3/day each: hypnotic pattern, major image
1/day each: dream, phantasmal killer (5d10)
Stuff of Dreams. Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage.
Surprise Attack. If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack.
 

Actions

Multiattack. The sandman makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Source tome of Beasts

Sandwyrm

Large dragon, unaligned
Challenge 6 (2,300 XP)

Armor Class: 15 (natural armor)
Hit Points: 142 (15d10 + 60)
Speed: 20 ft., burrow 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
18 (+4)
5 (-3)
13 (+1)
8 (-1)

Passive Perception: 17
Skills: Perception +7, Stealth +4
Senses: darkvision 60 ft., tremorsense 120 ft.
Image

Spine Trap. When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm's stinger attack has advantage against creatures restrained by this trait.
 

Actions

Multiattack. The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis.
Source tome of Beasts

Sap Demon

Small ooze, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 13 (natural)
Hit Points: 67 (15d6 + 15)
Speed: 20 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
6 (-2)
12 (+1)
10 (0)
14 (+2)
10 (0)

Passive Perception: 12
Damage Resistances: piercing and slashing from nonmagical weapons
Damage Immunities: bludgeoning; acid, lightning
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
Senses: blindsight 90 ft. (blind beyond this radius)
Languages: none in its natural form; knows the same languages as a creature it dominates
Image

Amorphous. The sap demon can move through a space as narrow as 1 inch wide without squeezing.
Season's Change. If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn.
 

Actions

Multiattack. The sap demon makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the sap demon uses Soul Sap on it as a bonus action.
Soul Sap. The sap demon slides down the throat of a sleeping, helpless, or grappled living creature of Medium size or smaller. Once inside, the sap demon takes control of its host, as per the dominate monster spell (Wisdom DC 12 negates). While dominated, the host gains blindsight 90 feet. The host drips blood from its ears, nose, eyes, or from a wound that resembles the injury done to the sap demon's tree (1 damage/ hour). Damage inflicted on the host has no effect on the sap demon. If the host dies or is reduced to 0 hit points, the sap demon must leave the body within one hour.
Source tome of Beasts

Sarcophagus Slime

Medium undead, neutral evil
Challenge 5 (1,800 XP)

Armor Class: 11
Hit Points: 105 (14d8 + 42)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
18 (+4)
3 (-4)
12 (+1)
12 (+1)

Passive Perception: 11
Saving Throws: Wis +4, Cha +4
Skills: Stealth +4
Damage Resistances: acid, necrotic
Damage Immunities: poison
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: understands the languages of its creator but can't speak
Image

Amorphous. The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing.
 

Actions

Multiattack. The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.
Frightful Presence. Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours.
Corrupting Gaze. The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic.
Source tome of Beasts

Sathaq Worm

Huge elemental, neutral evil
Challenge 10 (5,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 172 (15d12 + 75)
Speed: 20 ft., burrow 20 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
6 (-2)
20 (+5)
5 (-3)
12 (+1)
9 (-1)

Passive Perception: 15
Skills: Perception +5, Stealth +2 (+6 in sand, mud, or
Damage Resistances: fire; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: thunder
Damage Immunities: acid, poison
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
Senses: tremorsense 60 ft.
Languages: understands Deep Speech and Terran, but can't speak
Image

Agonizing Aura. The sathaq worms' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature's saving throw succeeds, it is immune to the sathaq worm's Agonizing Aura for the next 24 hours.
Earth Glide. The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The sathaq worm deals double damage to objects and structures.
 

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Source tome of Beasts

Savager

Large beast, neutral evil
Challenge 8 (3,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 115 (1d10 + 60)
Speed: 40 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
14 (+2)
22 (+6)
2 (-4)
10 (0)
13 (+1)

Passive Perception: 13
Saving Throws: Dex +5, Con +9
Skills: Perception +3
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Image

Mighty Swing. When a savager attacks without moving during its turn, it makes its claw attack with advantage.
Quills. A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager.
 

Actions

Multiattack. The savager makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage.
Source tome of Beasts

Scheznyki

Small fey, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 16 (natural armor)
Hit Points: 153 (18d6 + 72)
Speed: 20 ft., climb 15 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
15 (+2)
18 (+4)
15 (+2)
16 (+3)
16 (+3)

Passive Perception: 13
Saving Throws: Str +10, Con +10
Condition Immunities: unconscious
Senses: darkvision 60 ft.
Languages: Common, Darakhul, Elvish
Image

Innate Spellcasting. The scheznyki's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: dancing lights, darkness, detect evil and good, faerie fire, invisibility*, fly*, mage hand, ray of frost (*only when wearing a vanisher hat)
5/day each: magic missile, ray of enfeeblement, silent image
3/day each: locate object (radius 3,000 ft to locate a vanisher hat), hideous laughter, web
1/day each: dispel magic, dominate person, hold person
Magic Resistance. The scheznyki has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The scheznyki makes four war pick attacks or two hand crossbow attacks.
Heavy Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Source tome of Beasts

Night Scorpion

Large beast, unaligned
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 90 (12d10 + 24)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
14 (+2)
1 (-5)
9 (-1)
3 (-4)

Passive Perception: 9
Senses: blindsight 60 ft.
Languages: -
Image

 

Actions

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Source tome of Beasts

Stygian Fat-Tailed Scorpion

Tiny beast, unaligned
Challenge 3 (700 XP)

Armor Class: 14 (natural armor)
Hit Points: 10 (4d4)
Speed: 30 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
16 (+3)
10 (0)
1 (-5)
10 (0)
2 (-4)

Passive Perception: 10
Senses: darkvision 60 ft.
Languages: -
Image

 

Actions

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 21 (6d6) poison damage and the target is poisoned until it completes a short or long rest. A successful DC 10 Constitution saving throw reduces the poison damage to half and prevents the poisoned condition. If the target fails this saving throw while already poisoned, it gains one level of exhaustion in addition to the other effects.
Source tome of Beasts

Selang

Medium fey, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 76 (9d8 + 36)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
18 (+4)
12 (+1)
14 (+2)
19 (+4)

Passive Perception: 16
Saving Throws: Dex +4, Con +6, Cha +6
Skills: Perception +6, Performance +8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: acid, lightning
Senses: darkvision 60 ft.
Languages: Common, Elvish, Sylvan, Void Speech
Image

Innate Spellcasting. The selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion
3/day each: alter self, fear, sleep, suggestion
 

Actions

Multiattack. The selang makes two dagger attacks or two short bow attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus sleep poison.
Short Bow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison.
Sleep Poison. An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake.
Alien Piping. A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day.
Source tome of Beasts

Serpopard

Large beast, unaligned
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 85 (10d10 + 30)
Speed: 40 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
16 (+3)
16 (+3)
2 (-4)
12 (+1)
6 (-2)

Passive Perception: 13
Skills: Perception +3, Stealth +5
Damage Resistances: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: -
Image

Swamp Stealth. The serpopard gains an additional +2 to Stealth (+7 in total) in sand or swamp terrain.
Sinuous Strikeback. The serpopard can take any number of reactions in a round, but it can react only once to each trigger.
 

Actions

Multiattack. The serpopard makes two bite attacks and two claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Musk (Recharges after a Short or Long Rest). The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap.
Source tome of Beasts

Shabti

Medium construct, unaligned
Challenge 8 (3,900 XP)

Armor Class: 17 (natural armor)
Hit Points: 102 (12d8 + 48)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
20 (+5)
18 (+4)
6 (-2)
11 (0)
6 (-2)

Passive Perception: 10
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: understands the languages of its creator but can't speak
Image

Immutable Form. The shabti is immune to spells and effects that would alter its form.
Magic Resistance. The shabti has advantage on saving throws against spells and other magical effects.
Magic Weapons. The shabti's weapon attacks are magical.
Serpentine Armlets. As a bonus action, the shabti commands its armlets to drop to the floor, whereupon they become two giant poisonous snakes. The shabti can mentally direct the serpents (this does not require an action). If the snakes are killed, they dissolve into wisps of smoke which reform around the shabti's forearms, and they can't be turned into snakes for 1 week. These armlets are linked to the shabti at the time of its creation and do not function for other creatures.
 

Actions

Multiattack. The shabti uses Telekinesis and makes two attacks with its nabboot.
Nabboot. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is reduced to half, and its hit point maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.
Telekinesis. The shabti targets a creature within 60 feet. The target must succeed on a DC 15 Strength check or the shabti moves it up to 30 feet in any direction (including upward), and it is restrained until the end of the shabti's next turn.
Source tome of Beasts

Shadhavar

Large monstrosity, neutral
Challenge 2 (450 XP)

Armor Class: 14 (natural)
Hit Points: 97 (13d10 + 26)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
15 (+2)
14 (+2)
8 (-1)
10 (0)
16 (+3)

Passive Perception: 12
Skills: Stealth +4
Senses: darkvision 60 ft.
Languages: understands Elvish and Umbral but can't speak
Image

Innate Spellcasting. A shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components:
At will: disguise self (as horse or unicorn only)
2/day: darkness (centered on itself, moves with the shadhavar)
Magic Weapons. A shadhavar's gore attacks are magical.
Plaintive Melody (3/day). As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it.
Shadesight. A shadhavar's darkvision functions in magical darkness.
 

Actions

Multiattack. A shadhavar makes one gore attack and one hooves attack.
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.
Source tome of Beasts

Shadow Beast

Medium fey, chaotic evil
Challenge 7 (2,900 XP)

Armor Class: 14
Hit Points: 135 (18d8 + 54)
Speed: 0 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
20 (+5)
18 (+4)
17 (+3)
14 (+2)
14 (+2)
19 (+4)

Passive Perception: 12
Saving Throws: Dex +7, Con +6
Skills: Stealth +7
Senses: darkvision 60 ft.
Languages: Common, Elvish, Umbral, Void Speech
Image

Amorphous. The shadow beast can move through a space as narrow as 1 inch wide without squeezing.
Incorporeal Movement. The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
3/day each: fear, telekinesis
Magic Resistance. The beast has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 

Actions

Multiattack. The shadow beast makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Shadow Push (Recharge 5-6). The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone.
Source tome of Beasts

Shellycoat

Medium fey, neutral evil
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 75 (10d8 + 30)
Speed: 30 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
16 (+3)
13 (+1)
9 (-1)
7 (-2)

Passive Perception: 11
Skills: Perception +1, Stealth +4
Condition Immunities: charmed, unconscious
Senses: Darkvision 60 ft.
Languages: Giant, Sylvan
Image

Innate Spellcasting. The shellycoat can cast the following spells innately, requiring no components:
1/day each: darkness, fog cloud
1/day (if in possession of its coat): water breathing
Regeneration. The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate.
Stealthy Observer. The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing.
Sunlight Sensitivity. The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight.
 

Actions

Multiattack. The shellycoat makes one bite attack and one claws attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.
Source tome of Beasts

Shoggoth

Huge aberration, chaotic neutral
Challenge 19 (22,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 387 (25d12 + 225)
Speed: 50 ft., climb 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
14 (+2)
28 (+9)
12 (+1)
16 (+3)
13 (+1)

Passive Perception: 19
Skills: Perception +9
Damage Resistances: fire, bludgeoning, piercing
Damage Immunities: cold, thunder, slashing
Condition Immunities: blinded, deafened, prone, stunned, unconscious
Senses: darkvision 120 ft., tremorsense 60 ft.
Languages: Void Speech
Image

Anaerobic. A shoggoth doesn't need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space.
Absorb Flesh. The body of a creature that dies while grappled by a shoggoth is completely absorbed into the shoggoth's mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person's body.
Amorphous. A shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn't subject to any other penalties for squeezing.
Hideous Piping. The fluting noises made by a shoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of a shoggoth must succeed on a DC 15 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round.
Keen Senses. A shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Rolling Charge. If the shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 20 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the shoggoth immediately moves into the creature's space as a bonus action and crushes the creature beneath its bulk. The crushed creature can't breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth's turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 19 Strength check. On a success, the creature crawls into an empty space within 5 feet of the shoggoth.
 

Actions

Multiattack. The shoggoth makes 1d4 + 1 slam attacks. Reroll the number of attacks at the start of each of the shoggoth's turns.
Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks.
Source tome of Beasts

Shroud

Medium undead, neutral evil
Challenge 1/8 (25 XP)

Armor Class: 13 (natural armor)
Hit Points: 9 (2d8)
Speed: 0 ft., fly 30 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
4 (-3)
13 (+1)
10 (0)
2 (-4)
10 (0)
8 (-1)

Passive Perception: 10
Skills: Stealth +3
Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Vulnerabilities: radiant
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft.
Languages: Common
Image

Amorphous. The shroud can move through a space as narrow as 1 inch wide without squeezing.
Shadow Evolution. Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities.
Shroud Stealth. When in dim light or darkness, the shroud can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws.
 

Actions

Strength Drain. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Source tome of Beasts

Skein Witch

Medium celestial, neutral
Challenge 12 (8,400 XP)

Armor Class: 20 (natural armor)
Hit Points: 162 (25d8 +50)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
12 (+1)
14 (+2)
16 (+3)
20 (+5)
20 (+5)

Passive Perception: 25
Saving Throws: Int +8, Wis +10, Cha +10
Skills: History +8, Insight +15, Perception +15
Damage Resistances: radiant
Damage Immunities: fire, lightning, psychic
Senses: truesight 60 ft.
Languages: Celestial, telepathy (100 ft.)
Image

Bend Fate (3/day). If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage.
Fear All Cards. If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates.
Magic Resistance. The skein witch has advantage on saving throws against spells and other magical effects.
Misty Step (At Will). The skein witch can step between places as a bonus action.
Sealed Destiny (1/Day). The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important.
 

Actions

Multiattack. The skein witch makes two Inexorable Thread attacks.
Inexorable Threads. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is "one step closer to death." If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest.
Bind Fates (1/Day). One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding.
Destiny Distortion Wave (Recharge 5-6). The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws.
Source tome of Beasts

Sharkjaw Skeleton

Large undead, lawful evil
Challenge 1 (200 XP)

Armor Class: 13 (natural armor)
Hit Points: 45 (6d10 + 12)
Speed: 30 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (0)
15 (+2)
6 (-2)
8 (-1)
4 (-3)

Passive Perception: 11
Skills: Perception +1, Stealth +2
Damage Vulnerabilities: bludgeoning
Damage Immunities: cold, necrotic, poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., blindsense 30 ft.
Languages: understands the languages of its creator but can't speak
Image

 

Actions

Multiattack. The sharkjaw skeleton makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the sharkjaw skeleton can bite only the grappled creature and has advantage on attack rolls to do so.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Source tome of Beasts

Vine Troll Skeleton

Large plant, unaligned
Challenge 9 (5,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 119 (14d10 + 42)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
16 (+3)
6 (-2)
8 (-1)
5 (-3)

Passive Perception: 12
Saving Throws: Con +12
Damage Resistances: bludgeoning,
Damage Immunities: poison
Condition Immunities: deafened, exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: -
Image

Regeneration. The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad's vines and it hasn't taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate, or if the duskthorn dryad who created it dies, or if the troll's heart inside the dryad's or treant's tree is destroyed.
 

Actions

Multiattack. The skeleton makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
Source tome of Beasts

Skitterhaunt

Large ooze, unaligned
Challenge 4 (1,100 XP)

Armor Class: 14 (natural armor)
Hit Points: 95 (10d10 + 40)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (0)
19 (+4)
1 (-5)
7 (-2)
1 (-5)

Passive Perception: 8
Damage Immunities: acid
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
Senses: blindsight 60 ft. (blind beyond this radius)
Languages: -
Image

Broken Shell. A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.
Infest Vermin. If the skitterhaunt damages a Medium or smaller beast, it can try to infest it as a bonus action. The damaged creature must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. If the disease reduces its hit point maximum to 0, the skitterhaunt has devoured the creature's insides and the affected becomes a skitterhaunt, retaining its outward shell but replacing its flesh with skitterhaunt ooze.
 

Actions

Multiattack. The skitterhaunt makes two claw attacks and one sting attack.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 5 (1d10) acid damage, and the target is grappled (escape DC 12). The skitterhaunt has two claws, each of which can grapple one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) acid damage.
Acid Spray (Recharge 6). The skitterhaunt spits acid in a line 30 feet long and 5 feet wide. Each creature in that line takes 18 (4d8) acid damage, or half damage with a successful DC 14 Dexterity saving throw.
Source tome of Beasts

Slow Storm

Huge elemental, chaotic neutral
Challenge 15 (13,000 XP)

Armor Class: 19
Hit Points: 225 (18d12 + 108)
Speed: 0 ft., fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
20 (+5)
19 (+4)
22 (+6)
11 (0)
16 (+3)
11 (0)

Passive Perception: 13
Saving Throws: Dex +9, Con +11
Damage Resistances: acid, cold, fire
Damage Immunities: lightning
Condition Immunities: prone
Senses: blindsight 30 ft., darkvision 120 ft.
Languages: Common, Primordial
Image

Bone Wrack. When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity.
Innate Spellcasting. The slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: lightning bolt
3/day: chain lightning
Storm Form. A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind.
 

Actions

Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage.
Static Shock (Recharge 5-6). The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack.
Source tome of Beasts

Swamp Adder

Small beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 13
Hit Points: 18 (4d6 + 4)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
16 (+3)
12 (+1)
1 (-5)
10 (0)
4 (-3)

Passive Perception: 10
Senses: blindsight 10 ft.
Languages: -
Image

Swamp Camouflage. The swamp adder has advantage on Dexterity (Stealth) checks while in swamp terrain.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a successful DC 11 saving throw or become poisoned. While poisoned this way, the target is paralyzed and takes 3(1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
Source tome of Beasts

Zanskaran Viper

Large beast, unaligned
Challenge 1 (200 XP)

Armor Class: 14 (natural armor)
Hit Points: 38 (4d10 + 16)
Speed: 30 ft., climb 10 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
11 (0)
18 (+4)
2 (-4)
13 (+1)
2 (-4)

Passive Perception: 11
Senses: darkvision 60 ft.
Languages: -
Image

 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
Source tome of Beasts

Son Of Fenris

Huge monstrosity, chaotic evil
Challenge 12 (8,400 XP)

Armor Class: 17 (natural armor)
Hit Points: 175 (14d12 + 84)
Speed: 60 ft., burrow 15 ft. (30 ft. in ice or snow)

STR
DEX
CON
INT
WIS
CHA
26 (+8)
16 (+3)
23 (+6)
16 (+3)
18 (+4)
14 (+2)

Passive Perception: 14
Saving Throws: Dex +7, Con +10, Wis +8
Skills: Arcana +7, Intimidation +6, Religion +12
Damage Resistances: psychic, radiant
Damage Immunities: cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: truesight 60 ft., tremorsense 100 ft.
Languages: Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.
Image

Keen Hearing and Smell. The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Weapons. The son of Fenris' weapon attacks are magical.
Spellcasting. The son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bane, command, guiding bolt, sanctuary
2nd level (3 slots): blindness/deafness, hold person, silence
3rd level (3 slots): animate dead, bestow curse, dispel magic
4th level (3 slots): banishment, death ward, locate creature
5th level (2 slots): contagion, scrying
6th level (1 slot): harm
7th level (1 slot): plane shift
8th level (1 slot): earthquake
Trampling Charge. If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action.
 

Actions

Multiattack. The son of Fenris makes one bite attack and one slam attack.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
Acid Breath (Recharge 5-6). The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw.
Source tome of Beasts

Soul Eater

Medium fiend, neutral evil
Challenge 7 (2,900 XP)

Armor Class: 16
Hit Points: 104 (16d8 + 32)
Speed: 30 ft., fly 100 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
22 (+6)
14 (+2)
12 (+1)
11 (0)
11 (0)

Passive Perception: 13
Saving Throws: Dex +9, Con +5, Cha +3
Skills: Intimidation +3, Perception +3, Stealth +9
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: paralyzed, poisoned, stunned, unconscious
Senses: darkvision 60 ft.
Languages: Infernal
Image

Caster Link. When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's assigned target (see Find Target ability, below) dies before the soul eater can drain the target's soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer.
Find Target. When a soul eater's conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target's name.
 

Actions

Multiattack. The soul eater makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw.
Soul Drain. If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature's soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target's soul is consumed by the soul eater and the target can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim's corpse and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points.
Source tome of Beasts

Spark

Tiny elemental, chaotic neutral
Challenge 7 (2,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 84 (13d4 + 52)
Speed: 10 ft., fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
4 (-3)
20 (+5)
18 (+4)
10 (0)
12 (+1)
17 (+3)

Passive Perception: 11
Saving Throws: Dex +8
Damage Resistances: acid, fire, force, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: lightning
Condition Immunities: exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft.
Languages: Common, Primordial
Image

Innate Spellcasting. The spark's innate casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: shocking grasp
3/day: lightning bolt
1/day: call lightning
 

Actions

Inhabit. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the dominate person spell. The spark instantly enters the target's space and merges into the target's physical form. While inhabiting a creature, a spark takes no damage from physical attacks. The target creature receives a +4 bonus to its Dexterity and Charisma scores while it's inhabited. The speech and actions of an inhabited creature are noticeably jerky and erratic to any creature with passive Perception 14 or higher. Each time the spark uses innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A successful save expels the spark, which appears in an unoccupied space within 5 feet of the former host. The inhabiting spark slowly burns out its host's nervous system. The inhabited creature must make a successful DC 15 Constitution saving throw at the end of each 24 hour-period or take 2d6 lightning damage and have its maximum hit points reduced by the same amount. The creature dies if this damage reduces its hit point maximum to 0. The reduction lasts until the inhabited creature completes a long rest after the spark is expelled.
Source tome of Beasts

Spectral Guardian

Medium undead, neutral evil
Challenge 6 (2,300 XP)

Armor Class: 14
Hit Points: 110 (13d8 + 52)
Speed: 0 ft., fly 60 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
6 (-2)
18 (+4)
18 (+4)
11 (0)
16 (+3)
18 (+4)

Passive Perception: 13
Saving Throws: Dex +7, Wis +6
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: understands the languages it knew in life but can't speak
Image

Incorporeal Movement. The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Tomb Bound. The spectral guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect.
Withering Miasma. A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.
Variant: Arcane Guardian. Some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components:
Cantrips (at will): acid splash, chill touch, dancing lights,minor illusion, ray of frost
1st level (4 slots): mage armor, ray of sickness
2nd level (3 slots): darkness, scorching ray
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): blight, ice storm
5th level (1 slot): cone of cold
 

Actions

Multiattack. The spectral guardian makes two spectral rend attacks.
Spectral Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.
Source tome of Beasts

Gypsosphinx

Large monstrosity, neutral evil
Challenge 14 (11,500 XP)

Armor Class: 17 (natural armor)
Hit Points: 171 (18d10 + 72)
Speed: 40 ft., fly 70 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
14 (+2)
18 (+4)
18 (+4)
18 (+4)
18 (+4)

Passive Perception: 19
Skills: Arcana +9, History +9, Perception +9, Religion +9
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: psychic, poison
Condition Immunities: poisoned
Senses: truesight 90 ft.
Languages: Abyssal, Common, Darakhul, Sphinx
Image

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Mystic Sight. A gypsosphinx sees death coming and can foretell the manner of a person's death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature's death ("If we fight, I will kill you and eat your heart. I have seen it," is a favorite bluff).
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
Cantrips: (at will): mage hand, mending, minor illusion, poison spray
1st level (4 slots): comprehend languages, detect magic, identify
2nd level (3 slots): blur, darkness, locate object
3rd level (3 slots): dispel magic, glyph of warding, major image
4th level (3 slots): blight, greater invisibility
5th level (1 slot): cloudkill
 

Actions

Multiattack. The sphinx makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage.
Rake. If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage.
 

Legendary Actions

The sphinx can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
Bite Attack. The sphinx makes one bite attack.
Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Source tome of Beasts

Ghostwalk Spider

Large monstrosity, neutral evil
Challenge 9 (5,000 XP)

Armor Class: 15
Hit Points: 119 (14d10 + 42)
Speed: 50 ft., climb 50 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
20 (+5)
17 (+3)
9 (-1)
14 (+2)
8 (-1)

Passive Perception: 16
Saving Throws: Dex +9, Cha +3
Skills: Perception +6
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 10 ft., darkvision 60 ft.
Languages: understands Undercommon but can't speak
Image

Ghostwalk. As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn't end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following: Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons. Condition Immunities paralyzed, petrified, prone, restrained, stunned. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies
Incorporeal Movement (During Ghostwalk Only). The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.
 

Actions

Multiattack. The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider's bite and poison do half damage to targets that aren't affected by Ghostly Snare (see below).
Ghostly Snare (During Ghostwalk Only, Recharge 5-6). Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5).
Source tome of Beasts

J'ba Fofi Spider

Large beast, unaligned
Challenge 3 (700 XP)

Armor Class: 18 (natural armor)
Hit Points: 75 (10d10 + 20)
Speed: 40 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
17 (+3)
15 (+2)
4 (-3)
13 (+1)
6 (-2)

Passive Perception: 11
Skills: Stealth +5
Senses: blindsight 10 ft., darkvision 60 ft.
Image

Jungle Stealth. The j'ba fofi spider gains an additional +2 to Stealth (+7 in total) in forest or jungle terrain.
Camouflaged Webs. It takes a successful DC 15 Wisdom (Perception) check to spot the j'ba fofi's web. A creature that fails to notice a web and comes into contact with it is restrained by the web. A restrained creature can pull free from the web by using an action and making a successful DC 12 Strength check. The web can be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage).
Spider Climb. The j'ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spider Symbiosis. No ordinary spider will attack the j'ba fofi unless magically controlled or the j'ba fofi attacks it first. In addition, every j'ba fofi is accompanied by a swarm of spiders (a variant of the swarm of insects), which moves and attacks according to the j'ba fofi's mental command (commanding the swarm does not require an action by the j'ba fofi).
Web Sense. While in contact with a web, the j'ba fofi knows the exact location of any other creature in contact with the same web.
Web Walker. The j'ba fofi ignores movement restrictions caused by webbing.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 22 (5d8) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. A target dropped to 0 hit points by this attack is stable but poisoned and paralyzed for 1 hour, even after regaining hit points.
Source tome of Beasts

Red-Banded Line Spider

Tiny beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 13
Hit Points: 2 (1d4)
Speed: 30 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
16 (+3)
10 (0)
1 (-5)
10 (0)
2 (-4)

Passive Perception: 12
Skills: Perception +2, Stealth +5
Damage Immunities: psychic
Condition Immunities: charmed, frightened
Senses: darkvision 60 ft.
Languages: -
Image

Spider Climb. The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.
 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the spider's next turn. The target fails the saving throw automatically and takes an extra 1d6 poison damage if it is bitten by another red-banded line spider while poisoned this way.
Swingline. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the spider immediately moves the full length of the webbing (up to 60 feet) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away.
Source tome of Beasts

Sand Spider

Large beast, unaligned
Challenge 7 (2,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 105 (14d10 + 28)
Speed: 30 ft., burrow 20 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
17 (+3)
14 (+2)
4 (-3)
12 (+1)
4 (-3)

Passive Perception: 14
Skills: Perception +4, Stealth +6
Senses: darkvision 60 ft., tremorsense 60 ft.
Languages: -
Image

Sand Stealth. The sand spider gains an additional +3 to Stealth (+9 in total) in sand terrain.
Spider Climb. The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Ambusher. The sand spider has advantage on attack rolls against surprised targets.
 

Actions

Multiattack. The sand spider makes two attacks with its impaling legs and one bite attack.
Impaling Leg. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11 (1d12 + 5) piercing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw.
 

Reactions

Trapdoor Ambush. When a creature walks over a sand spider's hidden burrow, the spider can use its reaction to attack that creature with two impaling leg attacks. The creature is considered a surprised target for both attacks. If one or both attacks hit and the target is a Medium or smaller creature, then the sand spider and the target engage in a Strength contest. If the creature wins, it can immediately move 5 feet away from the sand spider. If the contest results in a tie, the creature is grappled (escape DC 15). If the sand spider wins, the creature is grappled and dragged by the sand spider 30 feet into its lair. If the creature is still grappled at the start of the sand spider's next turn, it becomes restrained instead. The restrained creature can escape by using an action to make a successful DC 15 Strength (Athletics) check.
Source tome of Beasts

Spider Of Leng

Large aberration, chaotic evil
Challenge 7 (2,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 144 (17d10 + 51)
Speed: 30 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
16 (+3)
17 (+3)
10 (0)
10 (0)

Passive Perception: 13
Saving Throws: Dex +6, Con +6, Int +6
Skills: Athletics +5, Perception +3, Stealth +6
Damage Resistances: poison
Condition Immunities: charmed, poisoned, unconscious
Senses: darkvision 240 ft.
Languages: Common, Void Speech
Image

Eldritch Understanding. A spider of Leng can read and use any scroll.
Innate Spellcasting. The spider of Leng's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: comprehend languages, detect magic, shocking grasp
3/day each: shield, silence
1/day each: arcane eye, confusion, hypnotic pattern, stoneskin
Poisonous Blood. An attacker who hits a spider of Leng with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn.
Shocking Riposte. When a spider of Leng casts shield, it can also make a shocking grasp attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction.
 

Actions

Multiattack. A spider of Leng makes two claw attacks, two staff attacks, or one of each.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage.
Spit Venom. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn.
Staff of Leng. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider's next turn.
 

Reactions

Ancient Hatred. When reduced to 0 hp, the spider of Leng makes one final spit venom attack before dying.
Source tome of Beasts

Spider Thief

Small construct, unaligned
Challenge 2 (450 XP)

Armor Class: 13 (natural armor)
Hit Points: 54 (12d6 + 12)
Speed: 30 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
12 (+1)
12 (+1)
3 (-4)
10 (0)
1 (-5)

Passive Perception: 10
Skills: Stealth +3
Damage Resistances: fire
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: understands Common but can't speak
Image

Immutable Form. The spider thief is immune to any spell or effect that would alter its form.
Magic Resistance. The spider thief has advantage on saving throws against spells and other magical effects.
Wire-Assisted Jump. If its razor line attack is available, a spider thief can use its movement to leap 20 feet in any direction by launching the wire like a spider's web so that it spears or snags an object, then immediately reeling it back in. It can carry up to 25 lb. of additional weight while moving this way. Moving this way doesn't expend its razor line attack.
 

Actions

Multiattack. The spider thief makes two sickle claw attacks.
Sickle Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.
Razor Line (Recharge 5-6). Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target is grappled (escape DC 10). Instead of moving, the spider thief can retract the razor line and pull itself onto the grappled creature (the spider thief enters and remains in the target's space). The spider thief's sickle claw attacks have advantage against a grappled creature in the same space. If the grappled creature escapes, the spider thief immediately displaces into an unoccupied space within 5 feet.
Source tome of Beasts

Spire Walker

Tiny fey, chaotic neutral
Challenge 3 (700 XP)

Armor Class: 16 (natural armor)
Hit Points: 38 (11d4 + 22)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
18 (+4)
14 (+2)
11 (0)
10 (0)
14 (+2)

Passive Perception: 10
Saving Throws: Dex +7
Damage Resistances: piercing from nonmagical weapons
Damage Immunities: lightning, thunder
Languages: Common, Sylvan
Image

Energized Body. A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage.
Innate Spellcasting. The spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:
At will: produce spark (as the cantrip produce flame, but it does lightning damage)
3/day each: dancing lights, feather fall, invisibility
1/day each: faerie fire, thunderwave
Steeple Step. The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature.
 

Actions

Lightning Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.
Source tome of Beasts

Star Spawn Of Cthulhu

Large fiend, chaotic evil
Challenge 15 (13,000 XP)

Armor Class: 17 (natural armor)
Hit Points: 187 (15d10 + 105)
Speed: 30 ft., swim 30 ft., fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
25 (+7)
15 (+2)
24 (+7)
30 (+10)
18 (+4)
23 (+6)

Passive Perception: 24
Saving Throws: Str +12, Con +12, Int +15, Wis +9
Skills: Arcana +15, Perception +14
Damage Resistances: bludgeoning, piercing, slashing
Damage Immunities: cold, fire, lightning, poison, psychic
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 300 ft.
Languages: Common, Infernal, Void Speech
Image

Interdimensional Movement. A star spawn of Cthulhu can use misty step as a bonus action once per round.
Psychic Tower. When an attack that causes psychic damage is directed against the spawn, the attack rebounds against the attacker. Resolve the attack as if the attacker were the original target and using the star spawn's ability modifiers and proficiency bonus rather than the original attacker's.
Void Traveler. The star spawn of Cthulhu requires no air, warmth, ambient pressure, food, or water, enabling it to travel safely through interstellar space and similar voids.
 

Actions

Multiattack. The star spawn can use disintegrating gaze if it's available, and also make one claws attack and one dimensional stomp attack.
Crushing Claws. Melee Weapon Attack. +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage.
Disintegrating Gaze (Recharge 5-6). Ranged Spell Attack: +15 to hit, range 60 ft., one target in line of sight. Hit: 32 (5d12) necrotic damage, and the target must make a successful DC 20 Constitution saving throw or dissipate into vapor as if affected by a gaseous form spell. An affected creature repeats the saving throw at the end of each of its turns; on a success, the effect ends on that creature, but on a failure, the creature takes another 32 (5d12) necrotic damage and remains gaseous. A creature reduced to 0 hit points by this necrotic damage is permanently disintegrated and can be restored only by a wish or comparable magic that doesn't require some portion of a corpse to work.
Dimensional Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage, and the target must make a successful DC 15 Dexterity saving throw or be teleported to a new location as if affected by the dimension door spell. The destination is chosen by the star spawn, but it cannot be in the same space as another object or creature.
Source tome of Beasts

Stryx

Tiny monstrosity, neutral
Challenge 1/8 (25 XP)

Armor Class: 13
Hit Points: 10 (4d4)
Speed: 10 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
17 (+3)
11 (0)
8 (-1)
15 (+2)
6 (-2)

Passive Perception: 14
Skills: Perception +4, Stealth +5
Senses: darkvision 120 ft.
Languages: Common, Elvish
Image

False Appearance. Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl.
Flyby. The stryx doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Innate Spellcasting. The stryx's innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components:
3/day: comprehend languages
Keen Hearing and Sight. The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight.
 

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Source tome of Beasts

Stuhac

Medium fiend, neutral evil
Challenge 13 (10,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 190 (20d8 + 100)
Speed: 40 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
18 (+4)
20 (+5)
12 (+1)
16 (+3)
15 (+2)

Passive Perception: 13
Saving Throws: Str +11, Dex +9, Con +10, Cha +7
Skills: Deception +12
Damage Resistances: acid, fire; bludgeoning and piercing from nonmagical weapons
Damage Immunities: cold, poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Common, Infernal; telepathy 100 ft.
Image

Mountain Stride. Mountain slopes and stone outcroppings pose no obstacle to a stuhac's movement. In mountainous areas, it scrambles through difficult terrain without hindrance.
Powerful Leap. The stuhac can jump three times the normal distance: 66 feet horizontally or 27 feet vertically with a running start, or half those distances from a stationary start.
Shapechanger. The stuhac can use its action to polymorph into one of two forms: that of an elderly humanoid male, and its natural form. It cannot alter either form's appearance or capabilities using this ability, and damage sustained in one form transfers to the other form.
 

Actions

Multiattack. The stuhac makes two claw attacks and one bite attack, or two claw attacks and one hobble.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) slashing damage.
Hobble. A stuhac can cripple a creature by telekinetically tearing its tendons and ligaments. A stuhac can target one creature within 100 feet. The target must make a successful DC 16 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 20 feet. Magical movement (flight, teleportation, etc.) is unaffected. This damage can only be cured through magical healing, not by spending hit dice or resting.
Source tome of Beasts

Subek

Large humanoid (subek), lawful neutral
Challenge 5 (1,800 XP)

Armor Class: 17 (natural armor)
Hit Points: 76 (8d10 + 32)
Speed: 30 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
10 (0)
18 (+4)
14 (+2)
13 (+1)
13 (+1)

Passive Perception: 11
Skills: History +5, Investigation +5
Senses: darkvision 60 ft.
Languages: Common
Image

Hold Breath. The subek can hold its breath for 15 minutes.
Flood Fever. During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation.
Blood Frenzy. The subek has advantage on melee attack rolls against any creature that doesn't have all its hit points.
 

Actions

Multiattack. The subek makes one bite attack and one claws attack. If both attacks hit the same target, the subek can make a thrash attack as a bonus action against that target.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.
Thrash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.
Source tome of Beasts

Suturefly

Tiny beast, unaligned
Challenge 1/4 (50 XP)

Armor Class: 14
Hit Points: 7 (3d4)
Speed: 10 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
19 (+4)
10 (0)
1 (-5)
12 (+1)
4 (-3)

Passive Perception: 11
Skills: Stealth +6
Senses: darkvision 60 ft.
Languages: -
Image

Camouflage. A suturefly in forest surroundings has advantage on Dexterity (Stealth) checks.
Detect Blasphemy. The most common variety of suturefly attacks any creature that blasphemes aloud, which it can detect at a range of 100 feet unless the blasphemer makes a successful DC 13 Charisma saving throw.
 

Actions

Sew. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the suturefly sews the target's mouth, nose, or eye closed. With supernatural speed, the suturefly repeatedly pierces the target's face, each time threading a loop of the target's own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. It takes two actions and a sharp blade to sever the loops and reopen the orifice, and the process causes intense pain and 2 slashing damage. A victim whose mouth and nose have been sewn shut begins suffocating at the start of his or her next turn.
Source tome of Beasts

Fire Dancer Swarm

Medium swarm of Tiny elementals, neutral evil
Challenge 7 (2,900 XP)

Armor Class: 15
Hit Points: 90 (12d8 + 36)
Speed: 30 ft., fly 30 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
10 (0)
20 (+5)
16 (+3)
6 (-2)
10 (0)
7 (-2)

Passive Perception: 10
Damage Resistances: bludgeoning, piercing, and slashing
Damage Immunities: fire, poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses: darkvision 60 ft.
Languages: Ignan
Image

Fire Form. A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.
Water Susceptibility. For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
 

Actions

Swarm. Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) fire damage, or 10 (3d6) fire damage if the swarm has half or fewer hit points.
Source tome of Beasts

Manabane Scarab Swarm

Medium swarm of Tiny beasts, unaligned
Challenge 4 (1,100 XP)

Armor Class: 15 (natural armor)
Hit Points: 75 (10d8 + 30)
Speed: 20 ft., burrow 5 ft., climb 20ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
16 (+3)
16 (+3)
1 (-5)
13 (+1)
2 (-4)

Passive Perception: 13
Skills: Perception +3, Stealth +5
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses: blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft.
Languages: -
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Magic Immunity. The manabane scarab swarm is immune to spells and other magical effects.
Scent Magic. The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet.
Mana Erosion. The manabane scarab swarm consumes magic. Unattended magic items in the swarm's space at the end of the swarm's turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm's space lose 1d6 charges at the start of each of the swarm's turns; items with limited uses per day lose one daily use instead, and single-use items such as potions or scrolls are destroyed. Magical effects in the swarm's space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability).
 

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended.
Source tome of Beasts

Prismatic Beetle Swarm

Medium swarm of Tiny beasts, unaligned
Challenge 3 (700 XP)

Armor Class: 13
Hit Points: 38 (7d8 + 7)
Speed: 20 ft., burrow 5 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
3 (-4)
16 (+3)
12 (+1)
1 (-5)
13 (+1)
2 (-4)

Passive Perception: 13
Skills: Perception +3, Stealth +5
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses: blindsight 10 ft., darkvision 30 ft.
Languages: -
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Glittering Carapace. The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness.
 

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws.
Source tome of Beasts

Sluagh Swarm

Medium swarm of Tiny fey, chaotic evil
Challenge 3 (700 XP)

Armor Class: 13
Hit Points: 54 (12d8)
Speed: 30 ft., fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
16 (+3)
11 (0)
6 (-2)
13 (+1)
10 (0)

Passive Perception: 11
Skills: Stealth +5
Damage Resistances: cold; bludgeoning, piercing, and slashing
Damage Vulnerabilities: fire
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses: darkvision 60 ft.
Languages: Common, Sylvan
Image

Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage. They travel in swarms for a reason.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hit points or gain temporary hit points.
Shadowy Stealth. While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws.
 

Actions

Chilling Touch. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.
Source tome of Beasts

Wolf Spirit Swarm

Large swarm of Medium undead, neutral evil
Challenge 6 (2,300 XP)

Armor Class: 16 (natural armor)
Hit Points: 97 (15d10 + 15)
Speed: 50 ft., fly 50 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
12 (+1)
4 (-3)
10 (0)
12 (+1)

Passive Perception: 13
Saving Throws: Str +5, Dex +6
Skills: Perception +3, Stealth +6
Damage Resistances: necrotic; bludgeoning, piercing, slashing
Damage Immunities: cold
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120 ft.
Languages: understands Common
Image

Speed Over Snow. A swarm of wolf spirits is not affected by difficult terrain caused by snowy or icy conditions.
 

Actions

Multiattack. A wolf spirit swarm uses icy doom, if it's available, and makes 3 bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 3 (1d6) cold damage. The target is also knocked prone if the attack scored a critical hit.
Icy Doom (Recharge 5-6). All creatures within 5 feet of the wolf spirit swarm take 22 (4d10) cold damage, or half damage with a successful DC 14 Constitution saving throw. Those that fail the saving throw also gain one level of exhaustion and become frightened until the start of the swarm's next turn.
Chilling Howl. As a bonus action on its first turn of combat, the wolf spirit swarm howls, emitting an unnatural and eerie cacophony that chills the blood. All creatures within 300 feet that hear the howl must make a successful DC 12 Charisma saving throw or be frightened until the start of the swarm's next turn.
Source tome of Beasts

Temple Dog

Medium celestial, good
Challenge 5 (1,800 XP)

Armor Class: 15 (natural armor)
Hit Points: 97 (15d8 + 30)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
15 (+2)
8 (-1)
14 (+2)
10 (0)

Passive Perception: 15
Saving Throws: Str +7, Con +5, Int +2, Wis +5
Skills: Perception +5
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 60 ft.
Languages: understands Celestial and Common but can't speak
Image

Magic Resistance. The temple dog has advantage on saving throws against spells and other magical effects.
Protector's Initiative. If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll.
Rushing Slam. If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action.
 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to.
Source tome of Beasts

Thuellai

Huge elemental, chaotic neutral
Challenge 10 (5,900 XP)

Armor Class: 17
Hit Points: 149 (13d12 + 65)
Speed: 0 ft., fly 100 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
22 (+6)
24 (+7)
20 (+5)
10 (0)
11 (0)
14 (+2)

Passive Perception: 14
Saving Throws: Int +4, Wis +4, Cha +6
Skills: Perception +4
Damage Resistances: lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: fire
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft.
Languages: Common, Dwarvish, Primordial
Image

Air Mastery. Airborne creatures have disadvantage on attack rolls against the thuellai.
Snow Vision. The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness.
 

Actions

Multiattack. The thuellai makes two claw attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.
Freezing Breath (Recharge 5-6). The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw.
Algid Aura. All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn.
Howl of the Maddening Wind (3/day). A thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn.
1 - Act normally
2-4 - Do nothing but babble incoherently
5-6 - Do 1d8 damage + Str modifier to self with item in hand
7-8 - Attack nearest target; select randomly if more than one
Blizzard (1/Day). The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai.
Source tome of Beasts

Ancient Titan

Gargantuan celestial (titan), neutral good
Challenge 12 (8,400 XP)

Armor Class: 15 (breastplate)
Hit Points: 198 (12d20 + 72)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
27 (+8)
13 (+1)
22 (+6)
16 (+3)
16 (+3)
20 (+5)

Passive Perception: 17
Saving Throws: Con +10, Wis +7, Cha +9
Skills: Athletics +14, Intimidation +9, Perception +7
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 120 ft.
Languages: Common, Giant, Primordial, Titan, telepathy 120 ft.
Image

Magic Resistance. The ancient titan has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components:
3/day: power word stun
1/day: power word kill
 

Actions

Multiattack. The ancient titan makes two greatsword attacks or two longbow attacks
Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage.
Eldritch Singularity (Recharge 5-6). The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field.
Source tome of Beasts

Degenerate Titan

Huge giant, chaotic evil
Challenge 8 (3,900 XP)

Armor Class: 12 (crude armored coat)
Hit Points: 161 (14d12 + 70)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
6 (-2)
20 (+5)
6 (-2)
9 (-1)
7 (-2)

Passive Perception: 12
Skills: Intimidation +1, Perception +2
Senses: darkvision 60 ft.
Languages: Titan
Image

Magic Resistance. The degenerate titan has advantage on saving throws against spells and other magical effects.
 

Actions

Multiattack. The degenerate titan makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Earthstrike (Recharge 4-6). The degenerate titan slams his fists onto the ground, creating a shockwave in a line 60 feet long and 10 feet wide. Each creature in the line takes 35 (10d6) force damage and is flung up 20 feet away from the titan and knocked prone; a successful DC 18 Dexterity saving throw halves the damage and prevents the creature from being flung or knocked prone. A creature that's flung against an unyielding object such as a wall or floor takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage (1d6 bludgeoning per 10 feet) and be knocked prone.
Shout of the Void (Recharge 4-6). The degenerate titan utters a scream that rends reality in a 30-foot cone. Any ongoing spell or magical effect of 3rd level or lower in the area ends. For every spell or effect of 4th level or higher in the area, the degenerate titan makes a Constitution check against DC (10 + the level of the spell or effect). On a success, the spell or effect ends.
Source tome of Beasts

Titanoboa

Gargantuan beast, unaligned
Challenge 12 (8,400 XP)

Armor Class: 14 (natural armor)
Hit Points: 232 (15d20 + 75)
Speed: 40 ft., climb 40 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
26 (+8)
10 (0)
20 (+5)
3 (-4)
10 (0)
3 (-4)

Passive Perception: 15
Saving Throws: Dex +5, Wis +5
Skills: Perception +5
Senses: blindsight 10 ft.
Languages: -
Image

Slither. If the titanoboa hasn't eaten a Huge creature in the last 24 hours, it can move through a space as narrow as 10 feet wide without squeezing, or 5 feet while squeezing.
Sparkling Scales. The titanoboa's scales refract light in iridescent cascades that are hypnotic to gaze upon. If the titanoboa is in bright light, a creature within 30 feet that looks at it must make a successful DC 17 Wisdom saving throw or be stunned until the end of its next turn. Unless surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the titanoboa until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the saving throw.
 

Actions

Multiattack. The titanoboa makes one bite attack and one constrict attack.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the titanoboa. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the snake, and takes 21 (6d6) acid damage at the start of each of the titanoboa's turns. If the titanoboa takes 30 damage or more on a single turn from a creature inside it, the titanoboa must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the titanoboa. If the titanoboa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Constrict. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the titanoboa can't constrict another target.
Source tome of Beasts

Tophet

Huge construct, neutral evil
Challenge 8 (3,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 184 (16d12 + 80)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
10 (0)
20 (+5)
6 (-2)
10 (0)
10 (0)

Passive Perception: 13
Saving Throws: Str +10, Con +8, Dex +3
Skills: Perception +3
Damage Resistances: necrotic
Damage Immunities: fire, cold, poison
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 200 ft.
Languages: Common
Image

Fiery Heart. A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet.
Burning Belly. Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check.
 

Actions

Multiattack. A tophet makes two attacks, no more than one of which can be a gout of flame.
Slam. Melee Weapon Attack. +10 to hit, reach 5 ft., one target.
Hit: 12 (1d10 + 7) bludgeoning damage. The target is also knocked inside the tophet's burning belly if the attack scores a critical hit.
Gout of Flame. The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw.
Source tome of Beasts

Tosculi Hive-Queen

Large monstrosity, lawful evil
Challenge 12 (8,400 XP)

Armor Class: 17
Hit Points: 157 (15d10 + 75)
Speed: 40 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
24 (+7)
20 (+5)
16 (+3)
16 (+3)
18 (+4)

Passive Perception: 18
Saving Throws: Dex +12, Con +10, Wis +8, Cha +9
Skills: Perception +8
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Senses: darkvision 60 ft.
Languages: Common, Deep Speech, Gnoll, Infernal, Tosculi
Image

Legendary Resistance (3/Day). If the hive-queen fails a saving throw, it can choose to succeed instead.
Hive Mind. The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive.
Hive Queen Lair. On initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:
- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.
- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies.
- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage).
The tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row.
Regional Effects. The region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects:
- Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads.
- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points.
If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days.
 

Actions

Multiattack. The hive-queen makes four scimitar attacks.
Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Stinger. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glitter Dust. The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Implant Egg. The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease.
 

Legendary Actions

The hive-queen can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The hive.queen regains spent legendary actions at the start of its turn.
Flight. The hive-queen flies up to half its flying speed.
Stinger Attack. The hive-queen makes one stinger attack.
Glitter Dust (Costs 2 Actions). The hive-queen uses Glitter Dust.
Source tome of Beasts

Tosculi Warrior

Small monstrosity, lawful evil
Challenge 2 (450 XP)

Armor Class: 15
Hit Points: 58 (9d6 + 27)
Speed: 20 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
20 (+5)
16 (+3)
10 (0)
12 (+1)
12 (+1)

Passive Perception: 11
Senses: darkvision 60 ft.
Languages: Tosculi
Image

Skittering. Up to two tosculi can share the same space at one time. The tosculi has advantage on attack rolls while sharing its space with another tosculi that isn't incapacitated.
 

Actions

Multiattack. The tosculi warrior makes one bite attack, one claws attack, and one stinger attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Prepare Host. Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage, and the target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. (Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.)
Source tome of Beasts

Tosculi Drone

Small monstrosity, lawful evil
Challenge 1/2 (100 XP)

Armor Class: 13
Hit Points: 22 (4d6 + 8)
Speed: 20 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)
16 (+3)
14 (+2)
8 (-1)
12 (+1)
4 (-3)

Passive Perception: 11
Senses: darkvision 60 ft.
Languages: Tosculi
Image

Gliding Wings. The tosculi drone can use its wings to slowly descend when falling (as if under the effect of the feather fall spell). It can move up to 5 feet horizontally for every foot it falls. The tosculi drone can't gain height with these wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther.
Skittering. Up to two tosculi can share the same space at one time. The tosculi has advantage on melee attack rolls while sharing its space with another tosculi that isn't incapacitated.
 

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Source tome of Beasts

Tosculi Elite Bow Raider

Medium humanoid (tosculi), lawful evil
Challenge 5 (1,800 XP)

Armor Class: 16 (natural armor)
Hit Points: 97 (13d8 + 39)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
18 (+4)
17 (+3)
12 (+1)
14 (+2)
12 (+1)

Passive Perception: 16
Skills: Perception +6, Stealth +7
Senses: darkvision 60 ft.
Languages: Gnoll, Infernal, Tosculi
Image

Deadly Precision. The tosculi elite bow raider's ranged attacks do an extra 9 (2d8) damage (included below).
Evasive. Ranged weapon attacks against the tosculi elite bow raider have disadvantage.
Keen Smell. The tosculi elite bow raider has advantage on Wisdom (Perception) checks that rely on smell.
Skirmisher. The tosculi elite bow raider can Dash as a bonus action.
 

Actions

Multiattack. The tosculi elite bow raider makes two longbow attacks or two claws attacks.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Source tome of Beasts

Treacle

Tiny ooze, unaligned
Challenge 1/4 (50 XP)

Armor Class: 13 (natural armor)
Hit Points: 22 (4d4 + 12)
Speed: 15 ft., climb 10 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
6 (-2)
17 (+3)
1 (-5)
1 (-5)
10 (0)

Passive Perception: 10
Skills: Deception +4
Senses: blindsight 60 ft.
Languages: -
Image

Amorphous. The treacle can move through a space as narrow as 1 inch wide without squeezing.
Charming Presence. The treacle has an uncanny ability to sense and to play off of another creature's emotions. It uses Charisma (Deception) to oppose Wisdom (Insight or Perception) skill checks made to see through its ruse, and it has advantage on its check.
 

Actions

Reshape. The treacle assumes the shape of any tiny creature or object. A reshaped treacle gains the movement of its new form but no other special qualities.
Blood Drain (1/hour). A treacle touching the skin of a warm.blooded creature inflicts 4 (1d8) necrotic damage per hour of contact, and the victim's maximum hit points are reduced by the same number. Blood is drained so slowly that the victim doesn't notice the damage unless he or she breaks contact with the treacle (sets it down or hands it to someone else, for example). When contact is broken, the victim notices blood on his or her skin or clothes with a successful DC 13 Wisdom (Perception) check.
Source tome of Beasts

Weeping Treant

Huge plant, neutral
Challenge 6 (2,300 XP)

Armor Class: 17 (natural armor)
Hit Points: 105 (10d12 + 40)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
8 (-1)
20 (+5)
12 (+1)
16 (+3)
11 (0)

Passive Perception: 13
Damage Resistances: bludgeoning and piercing
Damage Vulnerabilities: fire
Senses: darkvision 60 ft.
Languages: Common, Druidic, Elvish, Sylvan
Image

Siege Monster. The treant deals double damage to objects and structures.
Treespeech. A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude.
Acidic Tears. Thick tears of dark sap stream continuously down the treant’s face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse.
 

Actions

Multiattack. The treant makes three slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., single target. Hit: 15 (3d6 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Source tome of Beasts

Lake Troll

Large giant, chaotic evil
Challenge 7 (2,900 XP)

Armor Class: 15 (natural armor)
Hit Points: 126 (12d10 + 60)
Speed: 20 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
13 (+1)
20 (+5)
8 (-1)
10 (0)
6 (-2)

Passive Perception: 13
Skills: Perception +3
Senses: darkvision 60 ft.
Languages: Common, Giant
Image

Amphibious. The lake troll can breathe air and water.
Keen Smell. The lake troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The lake troll regains 10 hit points at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hit points at the start of its next turn; if it takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
 

Actions

Multiattack. The lake troll makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the lake troll hits a creature with both claw attacks in the same turn, the target creature must make a successful DC 16 Dexterity saving throw or its weapon (if any) gains a permanent and cumulative -1 penalty to damage rolls. If the penalty reaches -5, the weapon is destroyed. A damaged weapon can be repaired with appropriate artisan's tools during a long rest.
Source tome of Beasts

Trollkin Reaver

Medium humanoid (trollkin), neutral
Challenge 4 (1,100 XP)

Armor Class: 14 (hide armor)
Hit Points: 82 (11d8 + 33)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
19 (+4)
13 (+1)
16 (+3)
11 (0)
12 (+1)
13 (+1)

Passive Perception: 11
Saving Throws: Con +5, Wis +3, Cha +3
Skills: Intimidation +5, Survival +3
Senses: darkvision 60 ft.
Languages: Common, Trollkin
Image

Regeneration. The trollkin reaver regains 10 hit points at the start of its turn. This trait doesn't function if the trollkin took acid or fire damage since the end of its previous turn. The trollkin dies if it starts its turn with 0 hit points and doesn't regenerate.
Thick Hide. The trollkin reaver's skin is thick and tough, granting it a +1 bonus to AC. This bonus is already factored into the trollkin's AC.
 

Actions

Multiattack. The trollkin raider makes three melee attacks: two with its claws and one with its bite, or two with its battleaxe and one with its handaxe, or it makes two ranged attacks with its handaxes.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands. Using the battleaxe two-handed prevents using the handaxe.
Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Howl of Battle (Recharge 6). Up to three allies who can hear the trollkin reaver and are within 30 feet of it can each make one melee attack as a reaction.
Source tome of Beasts

Tusked Skyfish

Large aberration, lawful good
Challenge 4 (1,100 XP)

Armor Class: 14 (natural armor)
Hit Points: 102 (12d10 + 36)
Speed: 5 ft., fly 20 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
17 (+3)
3 (-4)
14 (+2)
10 (0)

Passive Perception: 12
Damage Immunities: lightning
Senses: darkvision 60 ft.
Languages: -
Image

Tendril Curtain. When the tusked skyfish is flying, its wispy, electrified tendrils dangle beneath it and touch all creatures within 20 feet directly below its space as it moves. Any creatures in the path of its movement take 10 (3d6) lightning damage, or half damage with a successful DC 13 Dexterity saving throw.
 

Actions

Multiattack. The tusked skyfish makes one gore attack and one tentacles attack.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) lightning damage. The target is also grappled (escape DC 13). Until this grapple ends, the target is restrained. While grappling the target, the tusked skyfish can't use this attack against other targets. When the tusked skyfish moves, a Medium or smaller target it is grappling moves with it.
Stench Spray (Recharge 5-6). The tusked skyfish sprays foul.smelling liquid in a line 20 feet long and 5 feet wide. Each creature in that line must make a successful DC 13 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the creature falls unconscious for the same duration. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source tome of Beasts

Uraeus

Tiny celestial, lawful neutral
Challenge 2 (450 XP)

Armor Class: 14 (natural armor)
Hit Points: 40 (9d4 + 18)
Speed: 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
6 (-2)
15 (+2)
14 (+2)
10 (0)
14 (+2)
9 (-1)

Passive Perception: 14
Skills: Perception +4
Damage Resistances: fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 10 ft.
Languages: understands Celestial and Common but can't speak
Image

Flyby. The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Ward Bond. As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature's general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action.
 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.
Searing Breath (Recharge 5-6). The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.
 

Reactions

Bonded Savior. When the uraeus' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus' damage resistance and immunity don't apply to transferred damage.
Source tome of Beasts

Urochar (Strangling Watcher)

Huge aberration, chaotic evil
Challenge 17 (18,000 XP)

Armor Class: 19 (natural armor)
Hit Points: 256 (19d12 + 133)
Speed: 40 ft., climb 20 ft.

STR
DEX
CON
INT
WIS
CHA
24 (+7)
15 (+2)
24 (+7)
14 (+2)
14 (+2)
20 (+5)

Passive Perception: 19
Saving Throws: Dex +8, Con +13, Wis +9, Cha +11
Skills: Perception +8, Stealth +8
Damage Resistances: cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: thunder
Condition Immunities: frightened
Senses: truesight 120 ft.
Languages: understands Darakhul and Void Speech
Image

Death Throes. When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success.
Innate Spellcasting. The watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:
At will: feather fall
3/day each: blur, meld into stone, phantasmal killer
1/day each: black tentacles, eyebite, greater invisibility
Spider Climb. The watcher can climb any surface, including upside down on ceilings, without making an ability check.
Squeeze. Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities.
 

Actions

Multiattack. The watcher makes four attacks with its tentacles.
Tentacle. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target.
Paralyzing Gaze (Recharge 5-6). The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the watcher's gaze for the next 24 hours.
 

Legendary Actions

The urochar can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The strangling watcher regains spent legendary actions at the start of its turn.
Crush Attack. The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage.
Tentacle Attack. The watcher makes one tentacle attack.
Tentacle Leap (Costs 2 Actions). Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn't trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar.
Source tome of Beasts

Ushabti

Large construct, unaligned
Challenge 9 (5,000 XP)

Armor Class: 18 (natural armor)
Hit Points: 105 (10d10 + 50)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
21 (+5)
17 (+3)
20 (+5)
11 (0)
19 (+4)
9 (-1)

Passive Perception: 18
Saving Throws: Dex +7, Cha +3
Skills: Arcana +4, History +4, Perception +8
Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: Ancient language of DM's choice
Image

Dynastic Aura. A creature that starts its turn within 15 feet of the ushabti must make a DC 17 Constitution saving throw, unless the ushabti is incapacitated. On a failed save, the creature has its breath stolen; it takes 9 (2d8) necrotic damage, and until the end of the ushabti's next turn, can't cast spells that require a verbal component or speak louder than a whisper. If a creature's saving throw is successful, the creature is immune to this ushabti's Dynastic Aura for the next 24 hours.
Healing Leech. If a creature within 30 feet of the ushabti regains hit points from a spell or a magical effect, the creature gains only half the normal number of hit points and the ushabti gains the other half.
Immutable Form. The ushabti is immune to any spell or effect that would alter its form.
Magic Resistance. The ushabti has advantage on saving throws against spells and other magical effects.
Magic Weapons. The ushabti's weapon attacks are magical.
 

Actions

Multiattack. The ushabti makes one attack with Medjai's scepter and one with its khopesh.
Medjai's Scepter. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage.
Khopesh. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Source tome of Beasts

Vaettir

Medium undead, lawful evil
Challenge 4 (1,100 XP)

Armor Class: 15 (chain shirt)
Hit Points: 120 (16d8 + 48)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
14 (+2)
16 (+3)
10 (0)
12 (+1)
14 (+2)

Passive Perception: 11
Saving Throws: Dex +4, Con +5, Wis +3, Cha +4
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, poisoned
Senses: truesight 30 ft., darkvision 60 ft.
Languages: the languages it knew in life
Image

Covetous Bond. Corpse-black vaettir can see the face of any creature holding or carrying any item the vaettir ever claimed as its own. It also detects the direction and distance to items it ever owned, so long as that item is currently owned by another. If the item changes hands, the new owner becomes the target of the vaettir's hunt. Bone-white vaettir see individuals who have offended them. Neither time nor distance affects these abilities, so long as both parties are on the same plane.
Deathless. The vaettir is destroyed when reduced to 0 hit points, but it returns to unlife where it fell on the next nightfall with full hit points. It can be killed only by removing its head, burning the corpse, and dumping the ashes in the sea, or by returning it to its burial mound, placing an open pair of scissors on its chest, and driving pins through its feet.
Innate Spellcasting. The vaettir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
2/day each: gaseous form, hunter's mark
1/day each: enlarge/reduce, phantom steed
1/week each: bestow curse, geas, remove curse
Sunlight Sensitivity. Vaettir avoid daylight. A vaettir in direct sunlight has disadvantage on attack rolls and ability checks.
 

Actions

Multiattack. The vaettir makes two greataxe attacks or two longbow attacks.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Corpse Breath (Recharge 5-6). The vaettir spews forth a 15.foot cone of putrid gas. Those caught in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1d4 rounds.
Maddening Gaze (1/Day). The vaettir can lock eyes with a creature and drive it mad. Any creature within 30 feet of a vaettir that is the focus of its gaze must make a DC 12 Charisma saving throw or become confused (as the spell) for 1d4 rounds. If the save is successful, the target is immune to the effect for 24 hours.
Source tome of Beasts

Valkyrie

Medium celestial, neutral
Challenge 11 (7,200 XP)

Armor Class: 16 (chain mail) or 18 (chain mail with shield)
Hit Points: 112 (15d8 + 45)
Speed: 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
16 (+3)
12 (+1)
19 (+4)
18 (+4)

Passive Perception: 18
Saving Throws: Str +12, Dex +12, Con +11, Int +5, Wis +8, Cha +12
Skills: Perception +8
Damage Resistances: acid, cold, fire, lightning, thunder
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: frightened
Senses: truesight 60 ft.
Languages: Common, Dwarvish, Giant, and see Gift of Tongues
Image

Asgardian Weapons. The valkyrie's weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below).
Cloak of Doom. Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will.
Gift of Tongues. Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever.
Innate Spellcasting. The valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy
5/day each: gentle repose, healing word, warding bond
3/day each: beacon of hope, mass healing word, revivify
1/day each: commune, death ward, freedom of movement, geas
 

Actions

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) radiant damage.
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) radiant damage.
 

Legendary Actions

A valkyrie can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. A valkyrie regains spent legendary actions at the start of her turn.
Cast a Cantrip. The valkyrie casts one spell from her at-will list.
Spear or Longsword Attack. The valkyrie makes one longsword or spear attack.
Harvest the Fallen (Costs 2 Actions). A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can't be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM's discretion, part of this bonus can become an appropriate special quality (a fire giant's soul might create a flaming weapon, for example).
Source tome of Beasts

Umbral Vampire

Medium fiend, chaotic evil
Challenge 7 (2,900 XP)

Armor Class: 14
Hit Points: 84 (13d8 + 26)
Speed: 0 ft., fly 40 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
1 (-5)
18 (+4)
15 (+2)
14 (+2)
14 (+2)
19 (+4)

Passive Perception: 15
Saving Throws: Dex +7, Cha +7
Skills: Perception +5, Stealth +7
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft.
Languages: Common, Umbral, Void Speech
Image

Incorporeal Movement. The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:
At will: mirror image, plane shift (plane of shadows only)
1/day each: bane (when in dim light or darkness only), black tentacles
Shadow Blend. When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed.
Strike from Shadow. The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target.
Sunlight Sensitivity. While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
 

Actions

Umbral Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.
Source tome of Beasts

Vapor Lynx

Large monstrosity, chaotic neutral
Challenge 5 (1,800 XP)

Armor Class: 14 (natural armor)
Hit Points: 127 (15d10 + 45)
Speed: 50 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
15 (+2)
18 (+4)
16 (+3)
10 (0)
13 (+1)
14 (+2)

Passive Perception: 14
Skills: Perception +4, Stealth +7
Senses: darkvision 60 ft.
Languages: Common, Sylvan
Image

Innate Spellcasting. The lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components:
3/day: gaseous form
Smoky Constitution. The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud.
 

Actions

Multiattack. The vapor lynx makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Poison Breath (Recharge 5-6). The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds.
Source tome of Beasts

Vesiculosa

Gargantuan plant, unaligned
Challenge 11 (7,200 XP)

Armor Class: 15 (natural armor)
Hit Points: 203 (14d20 + 56)
Speed: 0 ft., burrow 5 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (0)
19 (+4)
2 (-4)
14 (+2)
2 (-4)

Passive Perception: 16
Skills: Perception +6
Damage Resistances: fire, bludgeoning, piercing
Condition Immunities: charmed, blinded, deafened, frightened, prone
Senses: tremorsense 60 ft.
Languages: -
Image

False Appearance. While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water.
Rich Sapphire Heartvine. A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging.
Rootlet Swarms. The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours.
Sweet Water. The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake.
Verdant. The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed.
 

Actions

Multiattack. The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed.
Entrap. The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target.
Reel. Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body.
Engulf. The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa's main body.
Source tome of Beasts

Vila

Medium fey, lawful neutral
Challenge 5 (1,800 XP)

Armor Class: 15
Hit Points: 77 (14d8 + 14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
20 (+5)
13 (+1)
11 (0)
14 (+2)
16 (+3)

Passive Perception: 18
Saving Throws: Dex +8, Con +4, Wis +5, Cha +6
Skills: Animal Handling +8, Insight +5, Intimidation +6, Perception +8, Stealth +8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 60 ft.
Languages: Common, Sylvan, telepathy 60 ft. (beasts only)
Image

Dance of the Luckless (1/Day). Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non.vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken.
Forest Quickness. While in forest surroundings, a vila receives a +4 bonus on initiative checks.
Forest Meld. A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell.
Innate Spellcasting. The vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:
3/day: sleep
1/week: control weather
 

Actions

Multiattack. A vila makes two shortsword attacks or two shortbow attacks.
+1 Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.
+1 Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.
Fascinate (1/Day). When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours.
Forest Song (1/Day). The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action.
Source tome of Beasts

Vile Barber

Small fey, chaotic evil
Challenge 2 (450 XP)

Armor Class: 15 (leather armor)
Hit Points: 28 (8d6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
18 (+4)
10 (0)
10 (0)
8 (-1)
10 (0)

Passive Perception: 9
Skills: Athletics +3, Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered or made of cold iron
Condition Immunities: frightened
Senses: 60 ft.
Languages: Common, Goblin, Sylvan, Umbral
Image

Close-in Slasher. The vile barber has advantage on attack rolls against any creature in the same space with it.
Inhumanly Quick. The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn.
Invasive. The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty.
Nimble Escape. As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns.
Pilfer. As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check.
Shadow Step. As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn.
 

Actions

Multiattack. The vile barber makes two attacks with its straight razor.
Straight Razor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Unclean Cut. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.
Source tome of Beasts

Vine Lord

Medium plant, lawful neutral
Challenge 7 (2,900 XP)

Armor Class: 16 (natural armor)
Hit Points: 105 (14d8 + 42)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
20 (+5)
16 (+3)
14 (+2)
16 (+3)
18 (+4)

Passive Perception: 13
Saving Throws: Con +6, Wis +6, Cha +7
Damage Vulnerabilities: fire
Condition Immunities: blinded, deafened
Senses: blindsight 30 ft. (blind beyond this radius)
Languages: Common
Image

Green Strider. The vine lord ignores movement restrictions and damage caused by natural undergrowth.
Magic Resistance. The vine lord has advantage on saving throws against spells and other magical effects.
Regeneration. The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle.
Root Mind. Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised.
 

Actions

Multiattack. The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Spore Sacs (1/week). The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet.
Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.
Awaken the Green (1/Day). The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Source tome of Beasts

Vine Lord's Tendril Puppet

Medium plant, lawful neutral
Challenge 2 (450 XP)

Armor Class: 13 (studded leather armor)
Hit Points: 34 (4d8 + 16)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
18 (+4)
6 (-2)
6 (-2)
8 (-1)

Passive Perception: 8
Damage Vulnerabilities: fire
Condition Immunities: blinded, deafened
Senses: blindsight 30 ft. (blind beyond this radius)
Languages: -
Image

Poor Vision. Tendril puppets see almost nothing beyond 30 feet away.
Regeneration. The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain.
Root Mind. Within a vine lord's forest or jungle, the tendril puppet's blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can't be surprised.
Green Strider. The tendril puppet ignores movement restrictions and damage caused by natural undergrowth.
Magic Resistance. The tendril puppet has advantage on saving throws against spells and other magical effects.
 

Actions

Assegai. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Hurl Thorns. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw.
Source tome of Beasts

Voidling

Large aberration, chaotic evil
Challenge 11 (7,200 XP)

Armor Class: 16
Hit Points: 110 (20d10)
Speed: 0 ft., fly 50 ft. (hover)

STR
DEX
CON
INT
WIS
CHA
15 (+2)
22 (+6)
10 (0)
14 (+2)
16 (+3)
10 (0)

Passive Perception: 13
Saving Throws: Con +4, Int +6, Wis +7, Cha +4
Skills: Stealth +10
Damage Immunities: necrotic
Condition Immunities: exhaustion, petrified, prone
Senses: truesight 60 ft.
Languages: telepathy 60 ft.
Image

Fed by Darkness. A voidling in magical darkness at the start of its turn heals 5 hit points.
Magic Resistance. The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage.
Innate Spellcasting. The voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, fear
3/day each: eldritch blast (3 beams), black tentacles
1/day each: phantasmal force, reverse gravity
Natural Invisibility. A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision.
 

Actions

Multiattack. The voidling makes 4 tendril attacks.
Tendril. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.
Necrotic Burst (Recharge 5-6). The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw.
Source tome of Beasts

Wampus Cat

Medium monstrosity, chaotic neutral
Challenge 1 (200 XP)

Armor Class: 14
Hit Points: 58 (9d8 + 18)
Speed: 40 ft., climb 20 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
14 (+2)
18 (+4)
15 (+2)
12 (+1)
14 (+2)
16 (+3)

Passive Perception: 12
Skills: Deception +5, Persuasion +5
Senses: darkvision 60 ft.
Languages: Common
Image

Focused Animosity. The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol.
Innate Spellcasting. The wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
At will: disguise self (appearance of a female human), mage hand
2/day: hex
Magic Resistance. The wampus cat has advantage on saving throws against spells and other magical effects.
 

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Yowl (Recharge 5-6). Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time.
Source tome of Beasts

Water Leaper

Large monstrosity, unaligned
Challenge 4 (1,100 XP)

Armor Class: 14 (natural armor)
Hit Points: 97 (13d10 + 26)
Speed: 5 ft., fly 50 ft., swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
15 (+2)
4 (-3)
12 (+1)
5 (-3)

Passive Perception: 11
Senses: darkvision 60 ft.
Languages: -
Image

Amphibious. The water leaper can breathe both air and water.
Camouflage. The water leaper has advantage on Dexterity (Stealth) checks when underwater.
 

Actions

Multiattack. The water leaper uses its shriek and makes one bite attack and one stinger attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the water leaper can't bite another target.
Shriek. The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper's next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours.
Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.
Swallow. The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper's turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse.
Source tome of Beasts

Wharfling

Tiny beast, unaligned
Challenge 1/8 (25 XP)

Armor Class: 13
Hit Points: 6 (4d4 . 4)
Speed: 30 ft., climb 30 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
4 (-3)
16 (+3)
8 (-1)
2 (-4)
12 (+1)
8 (-1)

Passive Perception: 13
Skills: Perception +3, Sleight of Hand +5
Senses: darkvision 60 ft.
Languages: -
Image

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically.
Pilfer. A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure.
Source tome of Beasts

Wharfling Swarm

Large swarm of Tiny beasts, unaligned
Challenge 4 (1,100 XP)

Armor Class: 14 (natural armor)
Hit Points: 63 (14d10 . 14)
Speed: 30 ft., climb 30 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
16 (+3)
8 (-1)
2 (-4)
12 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3, Sleight of Hand +5
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses: darkvision 60 ft.
Languages: -
Image

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny wharfling. The swarm can't regain hit points or gain temporary hit points.
 

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer.
Locking Bite. When a creature leaves a wharfling swarm's space, 1d3 wharflings remain grappled to them (escape DC 10). Each wharfling inflicts 5 (1d4 + 3) piercing damage at the start of the creature's turns until it escapes from the grapples.
Pilfer. A wharfling swarm makes 1d6 Dexterity (Sleight of Hand) checks each round against every creature in the swarm's space. The DC for each check equals 10 plus the target creature's Dexterity modifier. For each successful check, the wharflings steal some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception.
Source tome of Beasts

White Ape

Large monstrosity, neutral
Challenge 6 (2,300 XP)

Armor Class: 14 (natural armor)
Hit Points: 114 (12d10 + 48)
Speed: 40 ft., climb 40 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
18 (+4)
8 (-1)
14 (+2)
8 (-1)

Passive Perception: 15
Skills: Acrobatics +6, Athletics +7, Intimidation +2, Perception +5, Stealth +6
Senses: darkvision 60 ft.
Languages: Common
Image

Hatred for Spellcasters. The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell.
Arcane Wasting (Disease). When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greaterrestoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check.
 

Actions

Multiattack. The ape makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract the arcane wasting disease (see sidebar).
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Frenzy (1/Day). When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape's next turn.
Source tome of Beasts

Witchlight

Tiny construct, neutral
Challenge 1/4 (50 XP)

Armor Class: 14
Hit Points: 10 (4d4)
Speed: fly 50 ft.

STR
DEX
CON
INT
WIS
CHA
1 (-5)
18 (+4)
10 (0)
10 (0)
13 (+1)
7 (-2)

Passive Perception: 13
Skills: Perception +3
Damage Immunities: poison, radiant
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft.
Languages: understands the language of its creator but can't speak
Image

Dispel Magic Weakness. Casting dispel magic on a witchlight paralyzes it for 1d10 rounds.
Luminance. A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks.
Thin As Light. While a witchlight is not incorporeal, it can pass through any opening that light can.
 

Actions

Light Ray. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage.
Flash (Recharge 5-6). The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw.
Source tome of Beasts

Wormhearted Suffragan

Medium undead, chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 12
Hit Points: 97 (13d8 + 39)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
16 (+3)
11 (0)
16 (+3)
8 (-1)

Passive Perception: 13
Skills: Medicine +6, Religion +3
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: radiant
Senses: darkvision 60 ft.
Languages: the languages it knew in life
Image

Innate Spellcasting. The wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:
At will: command, detect evil and good
4/day: inflict wounds
2/day each: blindness-deafness, hold person
1/day each: animate dead, speak with dead
 

Actions

Multiattack. The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and makeone helminth infestation attack.
Helminth Infestation. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.
Source tome of Beasts

Xanka

Small construct, unaligned
Challenge 1/4 (50 XP)

Armor Class: 15 (natural armor)
Hit Points: 18 (4d6 + 4)
Speed: 25 ft., climb 15 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
15 (+2)
12 (+1)
4 (-3)
10 (0)
7 (-2)

Passive Perception: 10
Condition Immunities: charmed, exhaustion, frightened,
Senses: blindsight 120 ft.
Languages: Understands the languages of its creator but can't
Image

Ingest Weapons. When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect.
Magic Weapons. The xanka's weapon attacks are magical.
Constructed Nature. A xanka doesn't require air, food, drink, or sleep.
 

Actions

Absorb. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.
Source tome of Beasts

Xhkarsh

Large aberration, neutral evil
Challenge 8 (3,900 XP)

Armor Class: 19 (natural and mystic armor)
Hit Points: 133 (14d10 + 56)
Speed: 50 ft., climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
21 (+5)
18 (+4)
15 (+2)
16 (+3)
15 (+2)

Passive Perception: 16
Saving Throws: Cha +5
Skills: Insight + 6, Perception +6, Stealth +8
Senses: darkvision 60 ft., tremorsense 120 ft.
Languages: Common, Deep Speech, Undercommon
Image

 

Actions

Multiattack. The xhkarsh makes two claw attacks and two stinger attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Stinger. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.
Seize Strand. The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time.
Invisibility. The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it.
Source tome of Beasts

Ychen Bannog

Gargantuan beast, unaligned
Challenge 11 (7,200 XP)

Armor Class: 17 (natural armor)
Hit Points: 231 (14d20 + 84)
Speed: 50 ft.

STR
DEX
CON
INT
WIS
CHA
28 (+9)
10 (0)
23 (+6)
3 (-4)
12 (+1)
10 (0)

Passive Perception: 11
Damage Resistances: bludgeoning
Condition Immunities: exhaustion
Languages: -
Image

Ever-Sharp Horns. The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack.
Overrun. When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action.
Peaceful Creature. The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check.
 

Actions

Multiattack. The ychen bannog makes one gore attack and one stomp attack.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Destroying Bellow (Recharge 5-6). The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw.
Source tome of Beasts

Zaratan

Gargantuan monstrosity (titan), unaligned
Challenge 26 (90,000 XP)

Armor Class: 25 (natural armor)
Hit Points: 507 (26d20 + 234)
Speed: 10 ft., swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
30 (+10)
3 (-4)
28 (+9)
10 (0)
11 (0)
11 (0)

Passive Perception: 10
Saving Throws: Int +8, Wis +8, Cha +8
Damage Resistances: fire, lightning, thunder; bludgeoning, piercing, slashing
Damage Immunities: cold, poison
Condition Immunities: frightened, paralyzed, poisoned
Senses: blindsight 120 ft.
Languages: Aquan
Image

Fortified Shell. The zaratan ignores any attack against its shell that doesn't do 30 points of damage or more. Attacking the zaratan's head or flippers bypasses this trait.
Endless Breath. The zaratan breathes air, but it can hold its breath for years.
False Appearance. While the zaratan remains motionless on the surface of the ocean (except for drifting) it is indistinguishable from a small island.
Siege Monster. The zaratan does double damage to objects and structures.
 

Actions

Multiattack. The zaratan makes one bite attack and two flipper attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained and the zaratan can't bite another target.
Flipper. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and the target must succeed on a DC 26 Strength saving throw or be pushed 10 feet away from the zaratan.
Swallow. The zaratan makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes 26 (3d10 + 10) piercing damage, is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, but has total cover against attacks and effects outside the zaratan. A swallowed creature takes 28 (8d6) acid damage at the start of each of the zaratan's turns. The zaratan can have any number of creatures swallowed at once. If the zaratan takes 40 damage or more on a single turn from a creature inside it, the zaratan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the zaratan. If the zaratan dies, swallowed creatures are no longer restrained and can escape by using 30 feet of movement, exiting prone.
 

Legendary Actions

The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn.
Move. The zaratan moves up to half its speed.
Swipe. The zaratan makes one flipper attack.
Consume (2 actions). The zaratan makes one bite attack or uses Swallow.
Source tome of Beasts

Zimwi

Medium giant, chaotic evil
Challenge 4 (1,100 XP)

Armor Class: 17 (natural armor)
Hit Points: 76 (9d8 + 36)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
18 (+4)
19 (+4)
6 (-2)
9 (-1)
7 (-2)

Passive Perception: 11
Skills: Perception +1
Senses: darkvision 60 ft.
Languages: Giant
Image

 

Actions

Multiattack. The zimwi makes one claws attack and one bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11).
Source tome of Beasts

Zmey

Huge dragon, chaotic evil
Challenge 14 (11,500 XP)

Armor Class: 18 (natural armor)
Hit Points: 189 (18d12 + 72)
Speed: 30 ft., fly 50 ft., swim 30 ft.

STR
DEX
CON
INT
WIS
CHA
22 (+6)
13 (+1)
19 (+4)
16 (+3)
16 (+3)
12 (+1)

Passive Perception: 18
Saving Throws: Con +9, Wis +8, Cha +6
Skills: Perception +8
Damage Resistances: cold, fire
Condition Immunities: paralyzed, unconscious
Senses: blindsight 60 ft., darkvision 90 ft.
Languages: Common, Draconic, Elvish, Sylvan
Image

Amphibious. The zmey can breathe air and water.
Lake Leap. A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn't serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving.
Legendary Resistance (1/Day). If the zmey fails a saving throw, it can count it as a success instead.
Multiheaded. The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn't poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies.
Regeneration. The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head.
Spawn Headling. The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head's stump prevents this transformation.
 

Actions

Multiattack. The zmey makes one bite attack per head and one claws attack.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Fire Breath (Recharge 5-6). The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures.
 

Legendary Actions

The zmey can take 1 legendary action per head, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zmey regains spent legendary actions at the start of its turn.
Bite. The zmey makes a bite attack.
Tail Attack. The zmey makes a tail attack.
Trample. The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can't end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone.
Source tome of Beasts

Zmey Headling

Medium dragon, chaotic evil
Challenge 5 (1,800 XP)

Armor Class: 16 (natural armor)
Hit Points: 105 (14d8 + 42), regeneration 5/round
Speed: 30 ft., swim 20 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (0)
1 (-5)
8 (-1)
16 (+3)
8 (-1)

Passive Perception: 13
Damage Resistances: cold, fire
Condition Immunities: paralyzed, unconscious
Senses: darkvision 60 ft.
Languages: Common, Draconic, Sylvan
Image

Amphibious. The zmey headling can breathe air and water.
Regeneration. The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate.
 

Actions

Multiattack. The zmey headline makes one bite attack and one claws attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Fire Breath (Recharge 5-6). The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw.
Source tome of Beasts

Bandit Lord

Medium Humanoid (Any Race), any non-lawful
Challenge 4 (1,100 XP)

Armor Class: 16 (breastplate)
Hit Points: 91 (14d8 + 28)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
15 (+2)
14 (+2)
14 (+2)
11 (0)
14 (+2)

Passive Perception: 10
Saving Throws: Str +5, Dex +4, Wis +2
Skills: Athletics +5, Deception +4, Intimidation +4
Languages: any two languages
Image

Pack Tactics. The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated.
 

Actions

Multiattack. The bandit lord makes three melee or ranged attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated.
 

Reactions

Parry. The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon.
Redirect Attack. When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead.
Source tome of Beasts

Black Knight Commander

Medium Humanoid (Any Race), lawful evil
Challenge 5 (1,800 XP)

Armor Class: 18 (plate)
Hit Points: 78 (12d8 + 24)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (0)
14 (+2)
12 (+1)
13 (+1)
15 (+2)

Passive Perception: 11
Saving Throws: Str +7, Wis +4, Cha +5,
Skills: Animal Handling + 4, Athletics +7, Intimidation +5
Languages: any two languages
Image

Charge. If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.
Hateful Aura. The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below).
Magic Weapons. The black knight commander's weapon attacks are made with magical (+1) weapons.
 

Actions

Multiattack. The black knight commander makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Frightful Charge (Recharges after a Short or Long Rest). The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander's presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source tome of Beasts

City Watch Captian

Medium Humanoid (Any Race), lawful neutral
Challenge 4 (1,100 XP)

Armor Class: 17 (scale mail)
Hit Points: 91 (14d8 + 28)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
13 (+1)
16 (+3)
14 (+2)
10 (0)
11 (0)
13 (+1)

Passive Perception: 12
Skills: Perception +2
Languages: one language (usually Common)
Image

Tactical Insight. The city watch captain has advantage on initiative rolls. City watch soldiers under the captain's command take their turns on the same initiative count as the captain.
 

Actions

Multiattack. The city watch captain makes two rapier attacks and one dagger attack. The captain can substitute a disarming attack for one rapier attack.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Disarming Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target must make a successful DC 13 Strength saving throw or drop one item it's holding of the city watch captain's choice. The item lands up to 10 feet from the target, in a spot selected by the captain.
Orders to Attack (1/Day). Each creature of the city watch captain's choice that is within 30 feet of it and can hear it makes one melee or ranged weapon attack as a reaction. This person could easily have been on the other side of the law, but he likes the way he looks in the city watch uniform.and the way city residents look at him when he walks down the street leading a patrol. With a long mustache and a jaunty cap, there's no denying that he cuts a rakishly handsome figure. While a trained investigator, the city watch captain is not afraid to draw his blade to end a threat to his city.
Source tome of Beasts

Devilbound Gnomish Prince

Medium Humanoid (gnome), any evil
Challenge 9 (5,000 XP)

Armor Class: 12 (15 with mage armor)
Hit Points: 104 (19d6 + 38)
Speed: 25 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
15 (+2)
16 (+3)
12 (+1)
22 (+6)

Passive Perception: 11
Saving Throws: Con +6, Int +7, Cha +10
Skills: Arcana +7, Deception +10, History +7, Persuasion +10
Damage Resistances: cold, fire, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Common, Infernal, Gnomish
Image

Banishing Word (1/Day). When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince's next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage.
Infernal Blessing. The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points.
Infernal Tie. The devilbound gnomish prince can perceive through his imp's senses, communicate telepathically through its mind, and speak through his imp's mouth as long as both of them are on the same plane of existence.
Innate Spellcasting. The devilbound gnomish prince's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic, false life, mage armor
1/rest each: create undead, forcecage, power word stun
Magic Resistance. The devilbound gnomish prince has advantage on all saving throws against spells and magical effects.
Spellcasting. The devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared:
Cantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation
5th level (3 slots):banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt
 

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Source tome of Beasts

Dwarven Ringmage

Medium Humanoid (dwarf), any
Challenge 7 (2,900 XP)

Armor Class: 16 (breastplate)
Hit Points: 82 (15d8+15)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
14 (+2)
13 (+1)
18 (+4)
12 (+1)
9 (-1)

Passive Perception: 11
Saving Throws: Int +7, Con +4, Wis +4
Skills: Arcana +7, History +7
Damage Resistances: poison
Senses: darkvision 60 ft.
Languages: Common, Dwarvish
Image

Dwarven Resistance. The dwarven ringmage has advantage on saving throws against poison.
Ring Magic. The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell.
Ring-Staff Focus. The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued.
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, shocking grasp, true strike
1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave
2nd level (3 slots): misty step, web
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
 

Actions

Multiattack. The dwarven ringmage makes two melee attacks.
Ring-Staff. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage.
Source tome of Beasts

Elvish Veteran Archer

Medium Humanoid (elf), chaotic good or chaotic neutral
Challenge 3 (700 XP)

Armor Class: 15 (studded leather)
Hit Points: 77 (14d8+14)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
16 (+3)
12 (+1)
11 (0)
13 (+1)
11 (0)

Passive Perception: 15
Skills: Nature +2, Perception +5, Stealth +5, Survival +3
Languages: Common, Elvish
Image

Beast Hunter. The elvish veteran archer has advantage on Wisdom (Survival) checks to track beasts and on Intelligence (Nature) checks to recall information about beasts.
Fey Ancestry. The elvish veteran archer has advantage on saving throws against being charmed, and magic can't put the elvish archer to sleep.
Keen Hearing and Sight. The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Magic Weapons. The elvish veteran archer's weapon attacks are magical.
Stealthy Traveler. The elvish veteran archer can use Stealth while traveling at a normal pace.
Surprise Attack. If the elvish veteran archer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
 

Actions

Multiattack. The elvish veteran archer makes two melee attacks or three ranged attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Volley (Recharge 6). The elvish archer makes one ranged attack against every enemy within 10 feet of a point it can see.
Source tome of Beasts

Ghost Knight

Medium undead, lawful evil
Challenge 6 (2,300 XP)

Armor Class: 17 (half plate)
Hit Points: 97 (15d8+30)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
14 (+2)
8 (-1)
10 (0)
7 (-2)

Passive Perception: 13
Skills: Athletics +6, Animal Handling +3, Perception +3, Stealth +5
Damage Resistances: necrotic
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft.
Languages: Common
Image

Charge. If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage.
Mounted Warrior. When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails.
Turning Defiance. The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Undead Nature. A ghost knight doesn't require air, food, drink, or sleep
 

Actions

Multiattack. The ghost knight makes three melee attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage.
Source tome of Beasts

Ogre Chieftain, Corrupted

Large giant, chaotic evil
Challenge 6 (2,300 XP)

Armor Class: 17 (splint)
Hit Points: 127 (15d10 + 45)
Speed: 40 ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
8 (-1)
16 (+3)
5 (-3)
7 (-2)
8 (-1)

Passive Perception: 8
Saving Throws: Str +8, Con +6, Cha +2
Senses: darkvision 60 ft.
Languages: Common, Giant
Image

Aggressive. As a bonus action, the corrupted ogre chieftain can move up to its speed toward a hostile creature that it can see. Mutation. The corrupted ogre chieftain has one mutation from the list below:
Mutation. 1 - Armored Hide: The corrupted ogre chieftain's skin is covered in dull, melted scales that give it resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
2 - Extra Arm: The corrupted ogre chieftain has a third arm growing from its chest. The corrupted ogre chieftain can make three melee attacks or two ranged attacks.
3 - Savant: The corrupted ogre chieftain's head is grossly enlarged. Increase its Charisma to 16. The corrupted ogre chieftain gains Innate Spellcasting (Psionics), and its innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: At will: misty step, shield; 1/day each: dominate monster, levitate.
4 - Terrifying: The corrupted ogre chieftain's body is covered in horns, eyes, and fanged maws. Each creature of the corrupted ogre chieftain's choice that is within 60 feet of it and is aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ogre chieftain's Frightful Presence for the next 24 hours.
 

Actions

Multiattack. The corrupted ogre chieftain makes two melee attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Source tome of Beasts

Scorpion Cultist

Medium humanoid (any race), neutral
Challenge 1/2 (100 XP)

Armor Class: 13 (leather armor)
Hit Points: 19 (3d8 + 6)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
11 (0)
14 (+2)
15 (+2)
10 (0)
13 (+1)
10 (0)

Passive Perception: 15
Skills: Animal Handling +2, Deception +2, Perception +3, Stealth +4
Damage Resistances: poison
Languages: Common
Image

Keen Senses. The scorpion cultist has advantage on Wisdom (Perception) checks.
 

Actions

Multiattack. The scorpion cultist makes two melee attacks or two ranged attacks.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.
Sling. Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Source tome of Beasts

Wolf Reaver Dwarf

Medium Humanoid (dwarf), any chaotic
Challenge 3 (700 XP)

Armor Class: 16 (chain shirt, shield)
Hit Points: 76(9d8+36)
Speed: 35 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
19 (+4)
9 (-1)
11 (0)
9 (-1)

Passive Perception: 10
Skills: Athletics +6, Intimidation +1
Senses: darkvision 60 ft.
Languages: Common, Dwarvish
Image

Danger Sense. The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated.
Dwarven Resistance. The wolf reaver dwarf has advantage on saving throws against poison.
Pack Tactics. The wolf reaver dwarf has advantage on attacks if at least one of the dwarf’s allies is within 5 feet of the target and the ally isn’t incapacitated.
Reckless. At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
 

Actions

Multiattack. The wolf reaver dwarf makes two melee or ranged attacks.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
Source tome of Beasts

Emerald Order Cult Leader

Medium Humanoid (any race), lawful neutral or evil
Challenge 8 (3,900 XP)

Armor Class: 14 (breastplate)
Hit Points: 117 (18d8+36)
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)
10 (0)
14 (+2)
15 (+2)
20 (+5)
15 (+2)

Passive Perception: 15
Saving Throws: Int +5, Wis +8, Cha +5
Skills: Arcana +5, Deception +5, History +5, Religion +5
Damage Resistances: cold, fire, lightning
Senses: darkvision 60 ft.
Languages: any three languages
Image

Key of Prophecy. The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks.
Innate Spellcasting. The Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:
2/day each: detect thoughts, dimension door, haste, slow
1/day each: suggestion, teleport
Spellcasting. The Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, identify, guiding bolt
2nd level (3 slots): lesser restoration, silence, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, spirit guardians
4th level (3 slots): banishment, death ward, guardian of faith
5th level (2 slots): flame strike
 

Actions

Multiattack. The Emerald Order cult leader makes one melee attack and casts a cantrip.
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage.
 

Reactions

Esoteric Vengeance. As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Source tome of Beasts

Vampire Warlock - Variant

Medium undead (shapechanger), lawful evil
Challenge 13 (10,000 XP)

Armor Class: 16 (natural armor)
Hit Points: 144
Speed: 30 ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
17 (+3)
15 (+2)
18 (+4)

Passive Perception: 17
Saving Throws: Dex +9, Wis +7, Cha +9
Skills: Perception +7, Stealth +9
Damage Resistances: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision 120 ft.
Languages: the languages it knew in life
Image

Innate Spellcasting. The vampire's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.
At will: darkness, dominate person, invisibility, misty step
1/day each: arms of hadar, disguise self, dissonant whispers, detect thoughts, hold monster
 

Actions

Bloody Arms. The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage.
Call the Blood. The vampire warlock targets one humanoid it can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points). The target's blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt. The target dies if this effect reduces its hit point maximum to 0.
Blood Puppet. The vampire warlock targets one humanoid it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be dominated by the vampire warlock as if it were the target of a dominate person spell. The target repeats the saving throw each time the vampire warlock or the vampire's companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn't need to concentrate on maintaining the effect.
Children of Hell (1/Day). The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action.
 

Legendary Actions

Misty Step. The vampire warlock uses misty step.
Unarmed Strike. The vampire warlock makes one unarmed strike.
Call the Blood (Costs 2 Actions).. The vampire warlock uses call the blood.
Source tome of Beasts